An exclusive reveal of Endless Dungeon character Sweeper and a discussion with the developers behind the game about crafting the roguelite's roster.
Endless Dungeon is the latest release set in the Endless universe, serving as a spiritual successor to Dungeon of the Endless. The title comes from Endless franchise developer Amplitude Studios and is published by SEGA, and is slated to release later this week. The game places players on an abandoned space station where they'll be able to utilize a diverse roster of characters in a unique new take on the tower defense and the roguelite genres.
And what happens is the artists will come up with lots of crazy designs, all sorts of visuals; some of them are based on factions and characters we've had before, and some of them are just artists coming up with crazy new ideas. Which is always a huge problem, because if you put a new character in the game, you have to create a new faction around them, so all of a sudden I get this big chunk of work to do on top. But it's a very iterative thing, we spend a lot of time in brainstorming.
Benoît Faguet: Yeah, I would add that we've been really far in that approach. If you look at Sweeper, and his pink gloves, it was clearly a 2D art idea; it was brilliant. It perfectly shows how much Sweeper is not at the place he should be. Completely lost in the middle of the universe, and he's got these gloves reminding you that he's not supposed to be here.
So once you have the setting, an abandoned space station built by the Endless, it's been out of action for - I forget what the final number is - 15 or 20,000 years? What are these guys doing here? If you're purely looking at programming and art and maybe gameplay, you don't care so much about that - I care deeply about that. And Benoît does too, Benoît was very much into that aspect of the creation. So every player has to be there for a reason.
And the Sweeper's special and ultimate skills are so fun with the cleaning theme. I'm curious about the process behind determining a character's skills in the game, like what are you taking into consideration both narratively and gameplay wise? Benoît Faguet: In terms of graphical design, you can notice that he's got a shoulder to protect his body. He's got a couple of additional accessories we put later to make him look a little bit more like a warrior, because he started being a complete newbie, but then you will see that in his quest he becomes advanced, he is learning and that's clearly his story in the game.
And what were some of the biggest challenges when it comes to making a really diverse roster of characters that each feel distinct and play well together?
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