

We're sending workers to gather resources, it was just instinctive right? So we added a right click in the game-a classic "right click to move" like it was a top-down RPG or something, and that was really when we felt like we had something special."Īirborne Kingdom's metropolis isn't just a hub of resource management, it's a kind of playable character. Once the decision was made that their city would live in the sky of a fictional fantasy world, Wander said the first instinct was to make it move, to make it an entity that could explore and unknown space. These are games where, instead of fast-paced combat, player tension slowly grows as decisions about resource management play out over a long period. In Wander's words, the original design goals of Airborne Kingdom were centered on the relaxing nature of the genre. Here's why they hope theirs will be a relaxing, inclusive experience that will find an audience in this genre. Zach Mumbach and Ben Wander, two of the four ex-triple-A developers that make up The Wandering Band, dropped by for a discussion about the design of city-builders with Gamasutra. It's a visually resplendent city-builder that aims to add a dash of exploration to the classic balance of urban architecture and resource management. Where should the genre go next? How about to the skies? That's where the developers at The Wandering Band are heading with their upcoming game Airborne Kingdom.
