Dev Blog #2: Frequently Asked Crabs
So I figured I would use this opportunity to answer some questions that are often asked about the game. I’m happy to see people are excited about these cute little crustaceans, as I am excited too!
Q: Is the game purely multiplayer? A: No! While the game is built around it’s multiplayer experiences, a big focus of my development has been into making it fun to play offline, as a solo experience. The PVE mode has been created with that in mind, and there will be plenty of enjoyment to be had playing it without needing other players, or an internet connection.
Q: When will the game be released? A: When it’s ready! There is not set release date yet, so keep an eye out, when things are more set in stone, this blog, the Reddit, or my Twitter (@Futilrevenge) will be the first to let you all know!
Q: What will the price of the game be upon release? A: It’s hard to say this early on, though in my mind it’s around the $10-15 mark. That may change around release, but I want to keep the game affordable.
Q: Will Beta Access be available? A: It’s hard to say at the moment. I have been testing the game with many of those I know in real life, but the move to doing that online is daunting. It won’t be soon, as I want the first somewhat public facing release to be as polished as possible. If there will be some sort of private beta, I’ll announce it here and give people the chance to get into it.
Q: Why is it taking so long? A: I have a job that pays the bills! I would love to work on this full time, believe me, but at the moment financially I can’t afford to do so. But don’t worry! It will come when it’s ready!
Q: Is War is Shell coming to Consoles? Switch? A: I really want it to! I think the game would be super rad on the switch, and would love to get it there, but first I need to take it further before putting that commitment in. If it all works out, than I can guarantee that I will try everything I can to bring it to console.
Q: What Engine is the game using? A: The game is being developed within Unity.
Q: How performance intensive is this game? A: One of my metrics for this game’s performance is if it runs on my crappy potato laptop. It does! So, uh, I can guarantee that at least. I haven’t run it on a system that’s struggled... Yet.
If you have any more questions, reply to this thread where it is posted, or to the thread itself! I want to answer questions during each blog post.
But before I let you all go, here’s a short message from Jack, the man who is creating War is Shell’s whole audio experience.
Jack: "Hey everyone, I'm Jack (@Diplodocus03). I've been doing the music and sound for the game. I've mostly been holding off on posting stuff relating to that because a lot of it isn't final yet! Having said that, I'm planning on making small segments that are aaaaalllll about making those things final. Everything from crab noises to rockets. Music-wise, that's a slightly different story. I spent years being pretty okay with just uploading chunks of unfinished tracks but even in the last couple months I've made huge changes to what will be in the game. I'm still super into being open about the creative process of so after the game comes out I'll share some demos and talk a bit more about that end.
Lastly, I want to cover the topic of voice actors for this game. Right now we don't need additional voices. I've filled in the gaps we've had just because I can record everything at home and process them quick and easy. That being said I'm definitely interested in bringing in more VAs if needed. If the game does particularly well, I'd really like to get support for other languages in the game (fingers crossed). That's it from me, see you around! "










