The complexity for the physics system in Velocity 2X comes from the player performing multiple actions in rapid succession and in various configurations at high speed!
We are extremely proud of our ‘JBraamz’ lens flare technology and it truly makes the game feel sci-fi when seen in action!
Vokh battles were too difficult for novice players, and at one point the Vokh guards were at risk of being axed from the game [Nooo!].
The great thing about playtesting in the studio with devkits is you can make changes on the fly, which we did. I sat the tester down next to my desk and tweaked values and timings until she was able to perform the action perfectly every time.
This is one aspect of our codebase that I’m happy to never look at again!
Looking back through our gameplay tasks on Velocity 2X, it’s clear that we spent around 10% of the time implementing features, and about 90% of the time refining them. This is no more apparent than in the way we obsessed over the controls.
From my perspective, having the same lighting on Vita as PS4 was the biggest technical achievement in Velocity 2X. It required much more than just the optimizations mentioned in this article, but boy the results were worth it!
We’ve been hard at work putting together an Alpha build of Velocity 2X on PS4 for Sony. A video exists, which you’ll see very soon, but for now here’s some tasty PS4 screenshots.
Velocity 2X will feature a Platinum Trophy, confirmed today by Sony. We haven’t thought of a name for it yet. Perhaps you could suggest one.
Lt. Kai Tana – saviour of the galaxy, pilot of the teleporting Quarp Jet and master of the humble jump – is female.