Thank you! And yes, we want to make a full series of mini-episodes, from 4 to 10 minutes each. The animation in Episode 0 was wonderful as well, are there plans to continue it alongside the game and webcomic, or are we expecting to see a shift in focus primarily to the game? When we decided we were going to make Legend, however, we already knew we had to expand the universe, so the comics and animation series were designed to tell the stories that are outside of the scope of the game. Relic Hunters was a very spontaneous game from the beginning, so we never really planned for it to grow so big in scope. Speaking of which, how did you initially envision Relic Hunters? Did you start out with an idea for a game and created a webcomic for it after, or did you always intend to expand the universe? The first 3 issues show how the six original Relic Hunters got together and decided to fight the Ducans, and our plan is to keep expanding on this origin story, and hopefully jumping even further in time to dive into each character’s past and motives. Yes, the webcomic tells the events that happened before the story of Relic Hunters Legend. Will that be setting up the events of Relic Hunters Legend, or will both be telling the same story side-by-side? The webcomic is a tie-in to the videogame. It’s being built for online co-op from day one, and we are going deep not only on the “stats and loot” portions of the game, but also on character-driven story and worldbuilding. 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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