Q started out as a PC game. It was controlled with a mouse only, and you used it to connect nodes on the spell pad. We were only getting started with UDK, but we managed to get a look, feel, and some controls for a small demo. It relied heavily on post processing effects, cloth simulation, and real time accurate reflections. When we later moved to iPads, none of those features became viable, and the visual had to change drastically. It looked like this:
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