The main focus of the conversation was that so many 4x space games were getting things right, but ultimately nobody had really built a successor to Master of Orion 2 that was all around better, including Master of Orion 3. We (my Rhombus Studios Co-Founder and I) began talking about recent 4x games that we were playing and what was out there. James Rorabaugh: The concept of Lord of Rigel began in my living room around April 2014. Thanks for reading! :)īrian Rubin: Thanks for taking my questions! First off, when did you begin working on Lord of Rigel, and what was the main inspiration for the game. It was damned enjoyable to read, so I hope you like it as much as I did. After the cut you’ll find a pretty dang detailed Q&A, as James goes into quite a bit of loving detail about his project. After learning about the game a bit from its website, I had to know even more, so I offered to do a Q&A with the aforementioned developer, James Rorabaugh. This game aims to capture the splendor and grandeur of 4X games of old, such as Master of Orion 2, by giving the player plenty of choice as to how to play the game their way, including race customization, varied victory conditions and so on. A little more than a week ago, I was contacted by the developer of a new spacey 4X called Lord of Rigel.
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