Cosmets. Bewls. Pipers.
Gleebs. These aren't the mutterings of a lunatic, but rather a mere handful of creatures you'll be able to charm and collect in Flock , the next title from Wilmot's Warehouse and I Am Dead developer Hollow Ponds. Flock is a chill adventure about exploring a wondrous world atop a giant bird (or maybe you're just very small?).
On your travels, you'll have the chance to discover and nurture a flock of creatures that will trail in your wake, swirling and chirping in all the colors of the rainbow. Last year, we spoke with the dev team to learn how they designed Flock's naturalistic world . Now, to commemorate the title launching on July 16 (wait—that's today!), we caught up with Flock creative director Ricky Haggett and programmer Mike Robinson to find out how the team implemented Flock's , well, flocks.
We'll all float on Haggett explains camera positioning was key to cultivating a certain feng shui. When players are careening across glades and weaving between ferns like a sentient Concorde, the flock will drop backwards so it doesn't obstruct the camera's line of sight. When they're engaging in more serene activities, such as attempting to woo another critter into their menagerie, they'll congregate nearby without a care in the world.
"Early on, there was definitely a thing where the camera was always in amongst the flock," he says. "It felt cool but also broke that feeling of zipping around. I think we have a sweet spot now where you still get these ni.