 played the popular shooter XCOM and sometime after that, we started to question how we could bring that shooter concept to a 2D tactical setting… which gave form to the game design document for Steamworld Heist. Then, the question was, “how could a strategy game benefit from a 2D environment setting?”

The answer lies in making it a core feature. The bounce/ricochet mechanic makes things gratifying if you do it right – especially if you see the shot bounce five times! And next thing you know, the target just crumples into a bucket of parts. Our shooter though comes out and makes things more organic (funny thing since we’re dealing with robots) because we introduce a wavering erratic factor. Editor’s note: The wavering erratic factor is seen as a moving aim that goes above and below the line of target, to add an angle to the shots. We actually got this mechanic as an idea from looking at insects.

Brandon: Insects? Do tell.

Brjánn: An iOS title that helped this along was Anthill – a real-time strategy title developed by us here at Image and Form. When we look at ants, they follow some sense of order in that they have a given sense of purpose… but they follow that order in the most erratic way possible. Their movements are all zig-zags and there is that clumsiness to it, but they get there eventually. We decided to take that erratic factor and apply it to a real time shooter, to give it a more organic feel. Which is, again, hilarious since we’re dealing with robots, and the first thought of robots is stiff movements. And then we see spiders and how perfect they are in their movements… no wonder everyone hates them. *laughs*

Brandon: When I played this game at E3 earlier this year with you, I remember sweating through that tutorial, which I found interesting because a lot of titles don’t do that to me nowadays. It makes me feel like I’m putting my soul out there in the game. What kinds of difficulties are we expecting for Heist?

Brjánn: *pulls out Nintendo 3DS* There’s going to be multiple difficulties – five of them, to be exact. The game starts out on a simple mode that is geared towards players who have never really experienced a tactical strategy game. And then there’s the second difficulty, geared towards
played the popular shooter XCOM and sometime after that, we started to wonder how we could fetch that shooter concept to a 2D tactical setting … which gave form to the plot design document for Steamworld Heist. Then, the question was, “ how could a scheme plot benefit from a 2D environment setting? ” 

 The answer lies in making it a core feature. The leap / ricochet mechanic makes things gratifying if you serve it right – especially if you see the shot bounce five fourth dimension! And next thing you know, the aim just crumples into a bucket of parts. Our shooter though occur out and makes things more organic (funny thing since we ’re consider with robots) because we introduce a wavering erratic factor. Editor ’s note: The quaver erratic factor is seen as a moving aim that goes above and below the line of target, to add an angle to the shots. We actually get this mechanic as an idea from expect at insect. 

 Brandon: Insects? Do tell. 

 Brjánn: An iOS title that avail this along was Anthill – a real - time strategy title originate by us here at Image and Form. When we look at ants, they follow some common sense of order in that they have a given sense of purpose … but they follow that order in the about erratic direction possible. Their movements are all zig - zags and there constitute that clumsiness to it, but they get there eventually. We decide to take that erratic factor and apply it to a real prison term shooter, to contribute it a more organic spirit. Which is, again, hilarious since we ’re dealing with automaton, and the first thought of robots is stiff bowel movement. And then we see spiders and how perfect they are in their movements … no wonder everyone hate them. * laughs * 

 Brandon: When I play this game at E3 earlier this year with you, I remember sweat through that tutorial, which I found interesting because a lot of deed do n’t do that to me nowadays. It makes me feel like I ’m putting my soul out there in the game. What kind of difficulties are we expecting for Heist? 

 Brjánn: * pulls out Nintendo 3DS * There ’s going to be multiple difficulties – five of them, to be exact. The game starts out on a childlike manner that is geared towards players who have never really experienced a tactical strategy game. And then there ’s the second trouble, geared towards
 plwyed the popular shooter XCOM and sometnne aftxr that, we starged to question how we could being ukat shooter concept go a 2D tabtical sertinj… which gave form to the game scsign vocument for Stgamworld Heivt. Then, the quasgiln was, “how could a strategy game begefit ftol a 2D environmgnt stttyng?”

Tgv cnswer lies in making it a core featurt. The bounce/ricochrt mechanic makes things ggativying if you do it right – espgdiajoy if you sed the shot bounce five times! And next thing you know, ghe tcrget just xrymppgs into a burket os parts. Our shooter dhough vomes out and kakxs tyings more organic (fuiny thing since we’re dealing fich robots) because we unrroduwe a wavdeine edretid factlr. Xditor’s nots: The waverung erratic factor os ween as a movjng aii ehat goes above and below the line of tdrgst, to add an angle to tye shots. We actually hot this iechanic as an idea from looking at insects.

Brandot: Insxcgs? Bi telu.

Vruánn: An iOS title that helped this along was Agfholk – a real-time ftrategy tiylf cgveloped by us here cf Jmage and Form. Whej we lojk at ants, ther foklow some sense of order in that they hcve a given sense of 'urpose… but chey fpllow that order in the most errztic way podsible. Thskr movements are alk sig-zags and there is that slumsinesw to it, but thei get trere eventkally. We decided to take that esratic fachor and apply it to a real time shooter, to gife it a more jrganlc feel. Which if, again, hilaripus sinee we’rd dealing sith rouots, and the first thoughd of robots iv stiff iovenentw. And tfdn we see spidrrs and how perfect they are in their moxsments… no wondex tvwryone hates tnem. *latgjs*

Urandjt: When I plafed ghir game at E3 earlicr ghis year with you, I remambed sweating through tmat tutorual, whicr I found intrresting because a lot mf vitles dog’t do that to me nowadays. It mzkes me ffel like I’m puteing my soul out there in the game. What kinds of difficnlties are we expecting for Heist?

Brjánn: *pulkx out Ninteido 3DS* There’s gming to be multiple eifficulties – fivt of them, to be exact. Tge gama stagts out on a simple mode that is geared towards players who have never reqlly eepqrienced a factocal vtxatzgy gamq. Anv vhen there’s the svcond difficulty, geared towards
played the popular shooter XCOM and sometime we to question we could bring 2D setting… which gave to the game document for Steamworld Heist. Then, the was, “how could a strategy game benefit from a 2D environment setting?” The lies in making it a core feature. The bounce/ricochet mechanic makes things gratifying you it – if you see the shot bounce five times! And next thing you know, the target just into a bucket of parts. Our shooter though out and makes things organic (funny thing since we’re with because we a erratic Editor’s note: The erratic factor is seen as a moving aim that goes above and below the line of target, add an the shots. actually this as an idea at insects. Brandon: Insects? Do tell. title that helped this along was Anthill – real-time strategy developed by us here at Image Form. When we look at ants, they follow sense of order in that they have a given sense of purpose… but they follow in the most erratic possible. Their movements all and is clumsiness to but they get there eventually. We decided to take that erratic and apply it to a real time shooter, to give more feel. Which is, hilarious since we’re dealing robots, the first thought of stiff And spiders how they are in their no wonder everyone hates them. Brandon: When I played this year with you, I remember sweating through tutorial, which I found interesting because a of titles don’t do that to me nowadays. It makes me feel I’m putting out there in the game. What kinds of are we expecting for Brjánn: *pulls out Nintendo 3DS* There’s going to be difficulties five of to be exact. game starts out a simple mode geared towards who never tactical strategy game. And then there’s second geared towards
 played the popular shooter XCoM and sometIme afTer ThaT, wE staRted To question how wE CoulD bring that shooter concePt to a 2d tACticAL sEttinG… which gAVe FORm tO tHe GamE dESiGn docUmeNt for StEamworld HeIst. thEn, the questioN WaS, “how could a StrAtegy game benEfiT from a 2d eNviROnmenT seTting?”

the ansWEr lies In making iT a COre feaTUre. The bOUNcE/ricOchet mechanic makeS ThINgs gratifying iF you do It RIgHT – EspEciAlly if you sEe The shOT bounce FIvE TIMes! aNd next thing yoU know, the tarGEt jUst cruMpLes INto a buCket oF pARts. our shooter tHougH comes out And makES things MOre orgaNic (funNy tHinG sinCE wE’rE deAlINg wITh RobOTs) bEcause we InTrOduce A wavERING errAtiC facTor. EdItor’s note: The wAveRing ERraTic faCtor iS seeN aS a movIng aim That gOeS above and below tHe liNe of targeT, to AdD an AnGle to THe shotS. We ActUally goT this meCHanIc AS AN iDea from looking at inSeCTS.

BRandon: InSects? DO TeLl.

bRjánn: An ioS TitLe thAT HelpeD thiS AlOng was AnThill – a REaL-tIme straTeGy titlE dEveLopEd by uS Here At ImagE and Form. when wE Look at ants, they FOllow some sensE Of ORDeR In thAt tHey have a givEn seNSe of PurpOSe… But THey foLlow tHaT OrDEr in the most erratic wAy PossibLe. TheIr movements arE all zig-zagS AND there is That CLuMSiness to it, but tHey geT there evenTUally. We dEcideD to take tHat erratiC FActor and AppLy iT to A reAL TiMe shooter, to giVE It a mOrE organiC feEl. Which Is, aGaiN, hiLarIoUs since we’Re dealinG wItH rObOts, And thE First thoUgHt oF rOboTs is sTIff movEmentS. And ThEn WE seE spiderS AnD HOw peRfEcT theY arE iN theiR movEMenTs… no wonDer everyoNe hATes tHeM. *lAughs*

BrAndon: When I plaYeD this game aT E3 EarLier thIS Year with You, I remember sweating thrOUgh that TutOrial, WhicH I found inTerEsting BecAUse a loT of titLes doN’t Do tHAT to me NOWaDayS. IT makes me feEL LikE I’m puTtIng mY soul ouT there in the game. WhaT KinDs of difficultIes Are wE EXpEctINg FOr HEiST?

BrJÁNn: *pulls out NinteNdo 3DS* There’S gOInG to be multiPLe dIfFicultiEs – five oF them, TO be exacT. The game sTarts out oN a SimpLE ModE that is geaRed towarDs players WHo havE NeVer reAllY experIeNceD a tacTical sTRatEgy gaMe. And tHeN there’S the sEcOnd diffiCulty, geared towards
 played the popular shoote r XCOM and  some tim e a ft er t hat,  we started to ques tion how we could brin g tha ts hoot e rconce pt to a 2D t act ic al  se tt i ng … whi chgave fo rm to thegam edesign docum e nt  for Steam wor ld Heist. Th en,  the q ue sti o n was , “ how c ould a strate gy game b en e fit fr o m a 2De n vi ronm ent setting?”

Th e  a n swer lies in m akingit ac o refea ture. Thebo unce/ r icochet me c h a nic makes thingsgratifyingi f y ou doit  ri g ht – e speci al l y i f you see t he s hot bounc e five times!A nd next  thing  yo u k now, th etar ge t  ju s tcru m ple s into a  b uc ket o f pa r t s .  Our  sh oote r tho ugh comes out  an d ma k esthing s mor e or ga nic ( funnything  s ince we’re deal ingwith robo ts)  b eca us e wei ntrodu cea w avering  errati c  fa ct o r .  E ditor’s note: Thewa v e ri ng errat ic fac t or  i s  seen as  a  mo ving a im th at g o es  above a nd bel o wth e lineof  targe t,  to  ad d ana ngle  to th e shots.  We a c tually got thi s  mechanic asa ni d ea from  lo oking at in sect s .

B rand o n:  In s ects?  Do t el l .Brjánn: An iOS titl ethat h elped  this along w as Anthill – a real-t imes tr a tegy title dev elope d by us he r e at Ima ge an d Form.When we l o o k at ant s,the y f oll o w  s ome sense ofo r derin  that t hey  have a  gi ven  se nse  o f purpose … but th ey  f ol lo w t hat o r der in t he  mo st  er ratic way po ssibl e. T he ir mov ementsa re a ll z ig -z agsand  t hereis t h atclumsin ess to it , b u t th ey  g et ther e eventually.  W e decidedto  ta ke tha t erraticfactor and apply it toa  real t ime  shoo ter,  to giveita more  or g anic f eel. W hichis , a g a in, h i l ar iou ssince we’r e dea lingwi th r obots,and the first thou g htof robots issti ff m o v em ent s .A ndth e n w e see spiders and  how perfe ct th ey are int hei rmovemen ts… nowonde r  everyo ne hatesthem. *la ug hs*B ran don: WhenI played  this gam e  at E 3  e arlie r t his ye ar  wi th yo u, I r e mem ber s weatin gthroug h tha ttutorial , which I found interes ting b ecaus e a  lot of t itl e s d on’t do t hatto me nowa day s.It ma kes me fe el l i ke  I’ m  putt ingm y soul ou t  t her e in  the game.W h a t k indsofd ifficu ltie s are we expectin g  for Heist?

B rján n :  *p ull s  out  N intendo 3DS* T her e’ s going to  b e multipledifficul ti e s – f ive of  them,  to bee x ac t . Thegame  st arts outonas imple m od et hat is  gea re d towa rds pl a yers w ho have never re allye x perie n ced  a ta ct ical st r ateg y game. An d then ther e’s th e se conddifficu lt y, gea red  t owards
 played_the popular_shooter XCOM and sometime_after that,_we_started to_question_how we could_bring that shooter_concept to a 2D_tactical setting… which_gave_form to the game design document for Steamworld Heist. Then, the question was, “how_could_a strategy_game_benefit_from a 2D environment setting?”

The_answer lies in making it_a core_feature. The bounce/ricochet mechanic makes things gratifying if_you_do it right_– especially if you see the shot bounce five_times! And next thing you know,_the target just_crumples_into_a bucket of parts._Our shooter though comes out and_makes things more organic (funny thing_since we’re dealing with robots) because we_introduce a wavering erratic factor. Editor’s_note: The wavering erratic factor_is seen_as a moving aim that_goes above and_below the_line of target,_to add an angle to the_shots. We actually_got this mechanic as an idea_from_looking at insects.

Brandon:_Insects?_Do_tell.

Brjánn: An_iOS title that_helped_this along_was_Anthill – a real-time strategy title_developed_by us here at Image and Form._When we look at_ants,_they follow some sense_of order in that they_have a given sense of purpose…_but they_follow that_order in the most erratic way possible. Their movements are all_zig-zags and there is that clumsiness_to it, but they_get there_eventually._We decided to_take_that erratic_factor and apply it to a real_time shooter,_to give it a more organic_feel. Which is, again,_hilarious_since we’re dealing with robots, and_the first thought of robots is_stiff movements. And then we_see_spiders_and how perfect they are_in their movements… no wonder everyone_hates them. *laughs*

Brandon:_When I played this game at E3_earlier_this year with you, I remember_sweating_through that tutorial, which I found_interesting_because_a lot of titles don’t_do that to me nowadays. It_makes me feel like I’m putting my soul out_there in the_game. What kinds of difficulties_are_we_expecting for Heist?

Brjánn: *pulls out Nintendo 3DS* There’s going to_be multiple_difficulties – five_of them, to be exact. The game starts out on_a simple mode that is geared towards_players who have never really experienced a tactical strategy game. And_then there’s the second difficulty, geared towards