It’s a milestone for us as we prepare for a Steam Early Access release (pending Greenlight acceptance). How do you feel about seeing your game up on Steam? We’re very excited to hear that Gyre is making its way to Steam Greenlight. If we could add to our headcount, we could address our backlog of tasks including a multitude of art assets that go into the city generation at game start." Our current team is outstanding, and we’re hoping to add a few key people in the next few months. As an indie team, resources are always a challenge to the production. "So, we’ve created new animation subsystems that will allow us to create smooth parkour gameplay in a procedural, dynamically constructed environment. The way we wanted to showcase parkour in the game though uncovered some challenges. We’re using Unreal 4 as the core engine and its animation system works very well for certain types of gameplay. There is also parkour gameplay that presented some additional issues. "We knew going into production there was going to be a fair bit of technical R&D on integrating all the procedural systems together and with Toska, our polynarrative engine. Q: We first chatted with you guys about Gyre: Maelstrom at E3 2016, we’re curious to know how the development of the game has come along since then? Read on to learn more about Gyre: Maelstrom and the passionate development team at Evodant Interactive! Thankfully, Evodant Interactive's Dwayne Rudy (creative director/technical lead) agreed to answer a few of our burning questions. Excited about the recent update, we found ourselves curious to know more about both the game and the talented team behind it. The moment you come up against (but not immediately engage with) a combat situation for example, will be the exact moment - like so many times prior - that the path continues to further deviate and transforms ever further into something more tailored and custom to your own unique play-style.Last week, we shared the exciting news that Gyre: Maelstrom by developer Evodant Interactive is now officially up on Steam's Greenlight program. The game is built around the Toska Engine, a system that reacts instinctively to player-choice and calculates these changes based on real-time decisions. Whether you prefer to practice parkour across rooftops, fight it out on the streets or try to learn the secrets of the tale behind this robot-populated civilisation, the city of Gyre will change and adapt to the way you want to play it. Gyre: Maelstrom primarily centers this around a procedurally-generated city populated by a whopping eight million NPCs, but it's the very fact the city shapes and molds itself around your play-style that is most striking. But while Evodant may want to spin a tale on continually-advancing technology, it's the dwindled presence of humanity - and the resulting consequences that've unfolded between these two eventful periods - and the way Gyre as both a city and a game evolves that can potentially give it a huge step-up above others. And coupled with a steampunk-like backdrop, fully customizable gameplay and a structural design that evolves the further you get in, there's no denying there are already earnest amounts of material to catch the eye of even the most light-hearted of RPG followers. Canadian developer Evodant Interactive are aiming high with a game that looks not just ambitious, but sounds like it's attempting to wholly add weight and even rewrite the very purpose of the word role within role-playing games.
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