KP: If you are planning a sequel are you developing a new
engine for it?
DA:
To be decided.
KP:
How long(hrs./days) did it take to make one level(on DK2) from
blank screen to retail version level that people are playing
today?
DA:
When we first started making levels it took quite a while as
the team wasn't familiar with the Editor, the game was still
being written and there were bugs in the game which made the
levels hard to balance. Now that we have a solid game, we are
able to create a map from scratch in about 2 days. This includes
a period for test group feedback.
KP:
Were any features added to DK2 because of user feedback?
DA:
I think the design team working on DK2 had a good idea of what
the user would like, and I think that has proven to be the case.
Looking forward we will be asking people what they liked and
didn't like and using this information to shape future downloads.
KP:
Has DK2 been as big of success as you had hoped or bigger?
DA:
We had a good idea that it was going to be a success before
we launched. We did a lot of focus testing and the reaction
was generally very positive. As to how much of a success it
is remains to be seen. A lot of a games success is gauged by
it's staying power.
KP:
Can you explain the multi-player (features, why it is fun, how
it works etc.) of DK2 to our readers?
DA:
In the Single Player Campaign we teach the player how to use
the various traps, spells, terrain and creatures. In Multiplayer
we give the player a chance to try their single player strategies
against other human players. Already that makes for a compelling
gameplay experience. Additionally, we give the player a number
of different scenarios to play under (e.g. capture the flag)
and every gameplay mechanic we could think of is available as
an option. On top of that we've thrown in a lot of cool features
when you posses a creature. The Vampire is an office favorite
- you can turn yourself into a bat and covertly scope out the
enemies dunge
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