Betu and I were inspired by things that we loved and that were natural of our own style of work – he brought bright saturated colors, hard angles, and a quasi-Japanese vibe I brought my obsession with shooter combat “feel” and flow, some original Legend of Zelda references, and a love of the Halo series – with the regenerating shield, homing projectiles, intricate but predictable AI behaviours, picking up weapons from the enemies, that kind of thing.įor the new game, Relic Hunters Legend, we’re going all out on the “online” and “RPG” aspects. So the game has this very “jazzy” nature, you know? It’s very spontaneous. And the rest is history, I suppose! Haha! ![]() We were having so much fun, though, that we decided to take the next weekend to keep developing it, even though the game jam was already over. Betu and I were doing this small shooter for Epic Game Jam when I got sick – since I was the only programmer, development came to a halt. Relic Hunters was born out of a game jam – the first and only one I didn’t complete. What was your main inspiration for the style of the Relic Hunters universe? ![]() At Rogue Snail we are also a much leaner team and very efficient with how we spend money – the funding from Kickstarter will go a long way into keeping us independent and focused on making the game. With Legend we want to bring fans into the process as soon as possible. I think the game benefited immensely from that. I still talk with some of our backers on a weekly basis, and development was just so much easier with that constant player feedback on what we were doing. We also had a great experience with Kickstarter in Chroma Squad. Players really took to it, we had over a million of them, great user reviews, lots of mods, fanarts, the works. We developed most of it with our fans, with open source code and a “100% free” price tag. Relic Hunters Zero was very much a community-driven game. Kickstarter made the most sense to us as a way to both fund the game and provide it with some early “super fans” that can help us guide the design to the right direction. What made you decide to go the Kickstarter route and what made you decide to wait a year for the announcement? In your Year Two video for Relic Hunters Zero you teased that a Kickstarter will be launching this year.
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