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Transcript of Eye For Games magazine April 2015 issue
april 2015
Eye For Games is about game design and development • • www.eyeforgames.com
SHOVEL KNIGHTyacht club games
© 2015 Audiokinetic Inc. All rights reserved.
* Visit wwisecertification.com for details
Wwise is the most advanced, feature-rich interactive audio middleware for games, bar none. Whether you’re an indie or a multi-million dollar production, Wwise will work for you.
New in Wwise 2015.1Integration with Nuendo 7Profiler, RTPC & Vorbis EnhancementsIncremental SoundBank GenerationEvents triggering eventsSub-platform customizationAnd much more...
NEW VIDCAST COMING SOON!
W H E R E W E TA L K A B O U T G A M E S I N T H E I R A L P H A O R B E TA S TA G E .
episode oneOnikira: Demon Killer
Hosts: Rai Sewgobind, Chad Fust, Tim Mitchell, Phillip Ash
ART DIRECTOR
Rai Sewgobind
COPY EDITOR
Jerry Kline
WRITERS & CONTRIBUTORS
Tom Schoen
COVER DESIGN
Game: Shovel KnightDeveloper: Yacht Club Games
Eye For Games is a platform about game design and development where students, young professionals and developers can network and connect. By looking from different perspectives we provide inspiring, motivating and educative content.
EDITION SUPPORT
CapcomCreative UncutDigi CrocGrimm Bros.Lavaboots StudioNine Dots CanadaStoicYacht Club Games
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may be reproduced in any
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without written permission
from the publisher/author.
www.eyeforgames.com
EFG magazine April 2015
For more information you can contact us at: [email protected]
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DRAGON FIN SOUPI N D E V E L O P M E N T
I N - D E P T H - C H A R A C T E R D E S I G NTHE BANNER SAGA
Shovel Knight in depth - character design
Street Fighter IVthen & now
Saltin development
Brock Crocodilein development
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38 38OUTWARD BLOODBORNEKickstar ter highlight Featured by Creative Uncut
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CHARACTER DESIGN
Shovel KnightWe’re talking to Yacht Club Games about character design and development in Shovel Knight, a 2D side-scrolling platformer.
in depth
G U I D E L I N E S
The guidelines mainly revolved around the characters being unique and fitting
into gameplay, but we definitely had freedom to create whatever we wanted!
We initially decided on stage themes, and the kind of characters that could fit in
each theme. Each stage’s theme provided a pretty strong guideline for what the
character could look like or be. For example, the ice stage, Stranded Ship, meant
we were looking for a character that could stand the bitter cold. This fed into his
personality, making him big, solid, brooding, strong, and generally led to types of
characters that typically are found in cold climates. Then making sure their names,
silhouettes, abilities, designs, etc. all felt interesting and diverse was key to their
creation.
Generally we worked on them together, talking through various design ideas and
sketches. Usually we’d find a name, sketch, or something that would stick with
everyone. After that point, we’d have a pretty good idea of what we wanted to
create, so it was a matter of execution.
U N I Q U E D E S I G N
Absolutely every part of the design has to feel unique inside of the group,
besides feeling unique in general. Making sure color schemes, shapes, outlines,
silhouettes, personalities, clothing, sizes, names, and more all felt different
among each character was something we considered very heavily on the outset of
each character’s design. Also, thinking through what kind of combat or gameplay
options a design could lead to was really important. If one character held a sword
and another held a bat, those might visually seem different, but could feel similar
gameplay-wise.
I’m David D’Angelo. My main role was programming.
CHARACTER DESIGN
Shovel Knight
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C H A N G E S D U R I N G D E V E L O P M E N T
The large changes occurred during a character’s creation process. Initial sketches
of characters could be vastly different, but once we narrowed down the general
idea we wanted no big changes were created. That said, lots of smaller changes
could happen once a design went to be pixeled. Our standard process was creating
a sketch that was then modeled in pixel form. Once the pixel form was finalized,
the fully rendered version of the character would be created based on the pixel
model. So likely clothing, attributes, shape, color, form, etc. might be changed or
simplified to account for the pixel transition or needs of gameplay.
S C R A P P E D I D E A S
On this project, not much was scrapped! The biggest change probably was Shield
Knight who originally started off as a princess. But she didn’t get very far in her
princess form before we decided her design should be changed to something
equal to Shovel Knight’s character. We felt you would be more emotionally invested
in the journey if Shield Knight was a trusted companion, equal to Shovel Knight’s
abilities and skills, rather than an “object” you were saving.
C H A L L E N G E
Getting the designs to work in pixel form was always a challenge. An elaborate
outfit or design might seem cool at the outset, but be tricky to represent in 8-bit
form. Striking the right balance between something too detailed and too simple
was very challenging.
in depth
“Striking the right balance between something too detailed
and too simple was very challenging.”
in depth
in-developmentBrock Crocodile
Developer: Digi Croc
Hello! My name is Javed Miah and I am the creator of Brock Crocodile. I’m a major platformer fan
and my first video game console was the SEGA Mega Drive. From an early age I’ve always wanted
to make video games and Brock happens to be an idea from early childhood. I’ve been dabbling
in game design since around 2000 when Clickteam released one of it’s most successful products,
The Games Factory.
At the time I was part of the fangaming scene that was emerging but oddly enough it never
did cross my mind to make Brock (probably thanks to the ease of assets taken from already
produced games that existed). I finally picked up the idea of making my own game in 2009 and
have been working on Brock ever since then.
in development
In a few words, what is Brock Crocodile?Brock Crocodile is a action adventure platformer that takes heavy inspiration from a host
of classic SEGA titles of the 16 bit era. Whether it be the colorful worlds you found in
Monster World, the complex level designs of Sonic the Hedgehog or the structure of titles
like Quackshot, it draws a lot from that era in both art direction and feel. However the game
isn’t meant to just emulate. More crucially, it’s meant to feel like a title that had just come
out alongside other 16 bit classics.
What are the primary goals of the game?The game follows a linear storyline as the players take control of the titular hero and journey
from his hometown in chase of the Fearsome Four and their employer. The game is currently
divided up into two game modes, the hubtown (of which there are 3 locales) and the levels
themselves (planned 10 levels with 20 stages in total). Players can access both via the map
screen to either continue the story, stock up on items, or replay completed stages for more
gems to purchase items and find the treasures hidden in each stage. Treasures are part of
exploration aspect for Brock Crocodile and we’re hoping it provides plenty of replayability
for platforming fans!
In terms of both traversal and combat, what are some of the moves that Brock will have in the final game? With Brock I’ve decided to give him a set move set. My goal has been to give the players
the only moves they need to complete the game with. So you have the basic movement and
jump, but then you can toggle between using Brock’s fruitgun or his whip. The fruitgun is
used for long distance attacks, perfect for players who like to play a bit on the safe side.
The whip is used for both combat and helping Brock deal with certain gimmicks such as
hooks to swing across or pull up crates to open new paths. Both weapons have additional
power ups you can purchase in town, such as explosive nuts or a vine whip. When it comes
to powerups, I’m very much keeping them fruity; it just adds a bit of extra personality to
the game.
I should say though that players will be able to access this items from the get go with the
only additional items able to be purchased later on being lives and invincibility. For me
a core principle is that if you somehow jumped from level 1 to level 10, outside of the
increased difficulty, players should have no trouble completing the stage with what they
have on hand.
Brock Crocodile has a look that’s heavily reminiscent of 16 bit SEGA Genesis/Mega Drive games. Can you talk about what sources inspired the art and color palette used in the game?The art direction is a mixture of everything and not solely just SEGA, growing up I loved
watching cartoons like DuckTales and Teenage Mutant Ninja Turtles so they played an
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influence one way or another. But then you got worlds in Ristar and Sonic that had no
bearing in reality but looked amazing to run through and explore. I wanted to strike a line
between “These guys live here,” and “Well this really doesn’t make sense either.” Massive,
multi-story museums? Sure why not? A giant bee air fortress? Go for it!
Another important part for the art was to make sure that while it was consistent, it also
remained fresh. When I look at say, Sonic the Hedgehog 2, it always amazed me how distinct
each level was. Ditto with another one of my favorite games Shinobi III, in that each level
had a completely different theme and color palette compared to the last. That’s one thing
I learned researching these games is that most areas try to be different from one another.
While the art itself may not have been influenced by Shinobi, the overall direction has been.
The palette itself is mostly inspired by the Sonic the Hedgehog games; we’re actually
restricting ourselves to whatever colors the Sonic games used. And this leads back to my
previous point, coming up with a working color scheme that felt fresh every stage. You’d go
from a level that is predominantly orange, to brown, to blue, to green.
What about the gameplay? What were your sources of inspiration?First, an obvious one is the Sonic franchise but mostly in design rather than core mechanics.
Prior to the move to 3D, most Sonic games had these huge complicated and intricate level
designs with its own set pieces that was full of secrets to find or faster routes to uncover.
Brock’s speed is definitely influenced by my love of faster paced platformers like Rayman
and Sonic. The structure of Brock and the world is greatly influenced from the likes of
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Quackshot and Monster World. You have a safe hub where Brock can interact with NPCs and
then you have the ability to select and revisit stages. Both titles had a hand in influencing
Brock’s gameplay as rather than turning into a near invincible ball of doom, Brock relies on
his melee combat to take out the baddies.
When it came to Brock’s abilities the idea to saddle him with a whip came from the idea of
wanting him to be able to explore temples and jungles. What better adventurer item than
a whip? Swinging across chasms is so iconic for adventurers like Indiana Jones too, and it
definitely played its part. Giving Brock a fruitgun has less to do with other games and me
thinking up a crazy and light hearted means of attack for Brock so people know what the
tone is like right away!
What are some of the tricks and techniques you’re using to ensure the game is reminiscent of a retro game?It mostly just comes down to studying how artists shaded older games and the use of color
palettes. I tend to use The Spriters Resource and check titles like Sonic, Rister, Monster
World, and so on to see how the art was designed and see how many frames per animation
a character would use. Trying to ensure the animation was great to look at but not too
fluid that it would seem too advance for 16 bit titles. Certain other bits of the art, like
the mugshots, were inspired from some of SEGA’s classic RPGs such as Shining Force or
Phantasy Star. In terms of gameplay, I’m just sticking to basic elements that you could find
in most 16 bit titles; what you see in the classics is what you mostly get.
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Were there any design ideas that you had to scrap? If so what were they and why?A core idea that was scraped was giving Brock the ability to haul himself upwards from a
horizontal pole. This unfortunately was scrapped because of time constraints, but it’s an
idea I’d like to revisit in future if Brock is successful. It would have allow for better and more
varied levels because instead of the player simply having to chose a lower path or higher
path he could go directly above himself/herself! Likewise, some gimmicks, like Brock being
able to pull out platforms from walls, were cut due to the difficulty in implementing them
and the time required to test it out.
What’s been the biggest challenge you’ve faced so far?Definitely the beginning part! I’m not a programmer by profession so getting used to and
needing to plan ahead did hinder the development at the early stage. Thankfully the engine
I’m using to produce the game, Multimedia Fusion 2, has a host of libraries and a great
community of willing people to help with any question you might have. Looking back at
it, the learning experience has been invaluable and I sorely doubt that whatever game I
produce next it would take even half the time to develop as this one.
What is the current status of the game?We’ve completed 9 stages and finished work on the base engine for both the levels and
hubtowns. I’d say we’re about 50% complete. Originally I began development of the game
by myself, since then I’ve added a great group of individuals to help with the game. Last
August we had Steve Lakawicz join and helping produce the music, and towards the end of
last year I added a level artist (Matthew Weekes), and sprite artist (Molly Heady Carroll) to
ensure we can speed up development!
Is there a release date set? And what platforms will you be focusing on?No release date has been set but we’re aiming for sometime late 2015. Currently the game
is only being released on Windows PC.
Thanks for your time. We wish you good luck with the game!Thank you and please be excited for Brock Crocodile!
“The learning experience has been invaluable and I sorely doubt that whatever
game I produce next it would take even half the time to develop as this one.”
in development
You can participate in the July edition by sending us your own design.
What do I need to send?
This issue will be about in-game particles, meaning that we are looking for
designs used for animation. Think about the fire, clouds, water effects, electricity
effects, etc.
Though you are not limited to how much you send of each particle, we will set a
basic guideline of:
• 3-8 different particles
• 1-8 versions of the particle
Deadline: May 11thSend this to: [email protected] your name, developer, game, and the website.
Please note that we have limited placements available!
Participate in our June edition!
Send us your in-game particles!
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T H E A R T A N D D E S I G N O F V I D E O G A M E S - A R T B O O K S P E C I A L
StoicTHE BANNER SAGA
T O P I C :C H A R A C T E R D E S I G N
in depth
I’m Alex Thomas, the creative director at Stoic. Really
though, titles don’t mean a whole lot for an indie
developer. There are three of us at Stoic: myself, Arnie
Jorgensen (the art director), and John Watson (the
technical director). What it usually ends up meaning
is that we all end up doing a little bit of everything,
or rather, a lot of everything. While John has a definite
stranglehold on the programming side of things, we all
have a lot of influence on the design and the production
decisions involved in making a game of this scope.
Alex ThomasCreative Director
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C O N C E P T
This was always something we intended to do from
the beginning. For one, I've been interested in two-
dimensional animation from a young age. I went to
college as a 2D animation major but got a job in
games development before I was able to work on any
animated features, so this is something of a personal
goal for me. On a pragmatic level, we worked out a
method of rotoscoping (which involves standing on a
ladder with a camcorder) which lets us capture exactly
what we want before we turn it into traditional 2D
animation, creating each frame of the action by hand.
Rook and Alette were characters who we designed the
whole world around. We were really interested in a
fantasy world that wasn't about heroes; it was about
normal people. Rook is a middle-aged father with a
teenage daughter. He's not out to save the world; he's
out to protect his family. In a lot of ways, our keystone
that we come back to over and over is that these are
normal people. They don't command armies and have
royal blood. Rook is a hunter with a woodman's axe.
His daughter learned to hunt from him. We created
them with the idea that we wanted the player to feel
what they did: confusion, frustration, and the will
to survive in the face of insurmountable odds. All
feelings you wouldn't usually try to hang on your
audience.
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in depth
Just like our choice to go with a nordic theme, we
wanted enemies who weren't just generic copies from
other genres. We rejected the giants as mankind's
enemy from the beginning. We wanted a race that
looked original and even more imposing than the Varl,
yet not wild monsters who roar and spit. Ultimately,
we were really inspired by the quiet but imposing
feeling that you get from the creatures in Shadow
of the Colossus, and we didn't want it to be obvious
exactly what they are. Are they made of stone? Just
wearing stone armor? Maybe not even living? These
are things that get revealed throughout the first game.
The Varl are the giants in The Banner Saga. They're
our take on the jotun from Norse mythology. If you
know much Norse mythology, you know that the frost
giants, mankind, and the Aesir gods were constantly
fighting each other. And our Varl did clash with men
in the past. Now they have an uneasy alliance with
each other as they work together to keep the Dredge
held back. Overall there's an interesting relationship
between them: the enormous, powerful Varl can't
have children, and each one was hand-made by a god
who is dead. When they're gone that's it, and those
times seem to be happening now.
in depth
“We were really interested in a fantasy world that wasn’t about heroes;
it was about normal people.”
in depth
In a few words, what is Salt?Salt is a game based almost entirely on exploration and adventure.
It involves you sailing across an ocean and exploring all the different
islands you come across. All of the islands are procedurally generated so
the world is potentially infinite, allowing you to explore as long as you
like.
What are the primary goals of the game?Our main goal with Salt is to give players a massive world that they can get lost
in, all the while creating their own adventure. We really want players to be able
to play the game the way they want, and have a memorable experience doing so.
Freedom is key in Salt.
Open world survival games have become increasingly more common, especially on PC. Did you do any into research into other games of the genre before working on Salt? Salt often gets referred to as a survival game, probably because of the setting and
the hunger bar in the game, but at its core it really isn’t. The survival aspects of
Salt are very soft and most of the emphasis is put on adventure, exploration, and
RPG aspects. Because of this, we took most of our inspiration from games of that
nature. Particularly open world games with more RPG and exploration elements.
Why did you decide to go with a mechanic of sailing and traveling to different islands, as opposed to having one or two large land masses?This was really just the first idea we came up with. It seemed to be a
natural fit for a procedurally generated world. Plus it adds all the fun
that can come from life at sea, such as upgrading ships, sailing on huge
waves, fishing, and so forth. It felt like it hadn’t been done too much as
well and so we wanted to do something unique.
in-developmentSalt
Developer: Lavaboots Studio
My name is Will Sterling. I handle the audio and marketing side of the
game, as well as game design.
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Why did you choose to go with a procedurally generated world?There a couple reasons we chose to go with a procedurally generated world. One of the main reasons
is that it seemed to fit quite naturally in our design goals for the game. We want there to be a feeling
of freedom and vastness to the game and procedural generation fit very well with this goal. It was
also a way for us a small team to create a large amount of content, without having to design every
single island from the ground up. Instead we can give islands certain parameters and let them create
themselves.
Salt is also going to have a main quest line, is that correct? How do you balance implementing a story with an open world game?Yes! Salt will have a main quest line. This is something we are very excited about. This basically allows
us to add a tremendous amount of depth and lore into the game, as well a sense of objective. I think
the key to balancing this story line in an open world is to keep it optional. As we’ve said before, we
really want players to be free to play the way they want. This means you won’t be forced to partake
in the main story. You’ll be free to go along your way and fight bosses, upgrade ships, hunt wildlife,
and all of the other features without having to partake in the story. However, if you want to explore
the story behind Salt, then it will always be there for you.
How do you balance the realism part of a survival game with the entertainment factor? How do you decide when a mechanic is fun but needs tweaked, versus a mechanic that needs removed from the game?This balance mainly just comes from testing. There’s been quite a lot of mechanics we have started
to implement, only to realize they aren’t fun. I think our main goal is immersion and not realism. If
approaching a mechanic from a realistic approach helps with immersion and is fun, then we will do
so. However, if it isn’t fun and doesn’t help with immersion, then we won’t implement it just for the
sake of realism. We also try to make sure everything fits within our setting and culture of the game.
The setting of Salt allows for both fantasy and realism, which gives us a great deal of freedom.
Were there any design ideas that you had to scrap? If so what were they and why?Yes, there’s been quite a few things we’ve had to scrap. I think one feature that comes to mind is
cutting down trees. We originally had thought about allowing the player to cut down trees. It seemed
natural. Then we realized just how many trees are actually on our islands. It’s a very large number. We
“I think the key to balancing this story line in an open world
is to keep it optional.”
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realized that cutting down trees would largely cripple
the exploration side of the game and discourage
players from exploring other islands. Furthermore,
we realized it would require a complete rebalance of
resources, how many trees spawn, how much wood
things cost to make, etc. Overall, we realized it didn’t
fit in with our design goals and so we scrapped the
idea.
What’s been the biggest challenge you’ve faced so far?I think one the biggest challenges we face while
developing Salt is restricting ourselves to only
working on certain content. With a game like
Salt, there are a ton of different directions you
can go and things you can work on. We have to
be intentional with making sure that each and
every update we release pushes us closer to a
complete state of the game and falls within our vision
for Salt. This means there are a lot of great ideas and
things we’d like to do that we have to put on the back
burner to ensure the game has a cohesive feel and
gets released in a timely manner.
What is the current status of the game?We’ve come a long way since we originally released
Salt into Early Access about six months ago. The
game has a good deal of content currently but we’ve
still got a good bit to go. We are about to release
an update with the first portion of the main quest
implemented. After that we’ll be working on a GUI
overhaul. We’ll also be working on implementing
an expansion of the current content (more island
types, npcs, wildlife) and adding in a weather system.
Once we get the complete story implemented and
all of the single player content fleshed out, we’ll
then move on to implementing multiplayer which
will be one of the last things we do before release.
Is there a release date set? We don’t have a definite release date yet. It’s
hard to tell because some things may take
longer or shorter than we anticipate, such as
multiplayer. We are currently shooting to have the
game ready for release by early 2016, possibly sooner
depending on how smoothly certain elements get
implemented. The closer we get to release the more
accurate of a timeframe we’ll be able to give as well.
So we’ll definitely be keeping our players and others
updated with our progress and when they can expect
Salt to be finished.
in development
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Released in 1976, the Fairchild Channel F was
the first console with programmable cartridges. It was also the first console
with a microprocessor.
••
FunFact
funfact
Don’t miss this episode!
• Observe: Kickstarter
• In-development: Risks and Rewards
becoming a game developer
• In-depth: Improving quality of life within
the game industry
episode #3
LISTEN NOW
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FEATURED BY
BLOODBORNEc o n c e p t a r t
www.creativeuncut.com
feature | creative uncut
feature | creative uncut
feature | creative uncut
feature | creative uncut
feature | creative uncut
feature | creative uncut
inspired by the games played as kid
in development
Hi! My name is Ash Monif, I am the CEO and Co-Founder of Grimm Bros. Grimm
Bros is a small five-person indie game studio with a deep passion for RPGs.
My role in the company is to do everything possible to ensure that the team
is happy and has everything they need to be successful. I take care of PR,
marketing, biz dev, QA testing, playtesting, finances, ops, you name it! And if
I have a little spare time, I help out on production and design.
I N S P I R AT I O N
Randis (our co-Founder and COO) and I have been in the games industry for quite
a while. We both worked on many games, and while it was fun, it wasn’t ever truly
satisfying. When we started Grimm Bros. we asked ourselves “What kind of games
do we want to make?” And the answer we found was that we wanted to make the
kinds of games we played as kids. Dragon Fin Soup is a combination of many of
the elements we loved in RPGs, JRPGs, and Roguelikes.
We first started out with the goal of making an accessible, modern, roguelike
experience. As development continued, we began to add in a balance of different
elements such as a classic console RPG story mode and some twisted fairy tales.
We at Grimm Bros. are big fans of the old school classic fairy tales - not the Disney
white-washed stuff!
C O N C E P T
The concept of Dragon Fin Soup evolved through development. We were probably
most excited to have been able to include Morgiana, our second playable hero!
She also has a dark back story, and a unique fighting style different from Red
Robin’s. Morgiana is from the Fairy Tale of Ali Baba and the Forty Thieves from
1001 Arabian Nights. She’s a dual-wielding assassin with some sweet new abilities!
inspired by the games played as kidDragon Fin Soup
We are following the development process of Dragon Fin Soup, an action role-playing game, created by Grimm Bros.
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Thanks to our Kickstarter, we were able to realize a much greater vision of Dragon
Fin Soup than before. Our third playable character would’ve been Geppetto, from
Pinocchio, but a much more dark and twisted version of him where Geppetto’s son
dies, and Geppetto uses dark magic to resurrect him as a golem. Due to our limited
resources and time, we decided to make Red Robin our main protagonist, with a
complete badass story mode, and Morgiana as an alternative player character with
unique abilities. However, there are still tons of great and exciting ideas that we
would love to add to our universe.
P R I M A R Y G O A L
Sorry, no spoilers! But just to give you a hint…Dragon Fin Soup has three distinct
game modes. You can choose to unravel the tale of your chosen character in Story
Mode, embark on a journey to discover the wilds of Asura in Survival Mode, or boldly
enter the deadly endless Labyrinth Mode for high scores and achievements!
In Dragon Fin Soup there are no lame stereotypical heroes. Instead, we feature flawed
characters, each with their own unique abilities and motivations. Our main protagonist
is Red Robin, whose dark bloody past has come back to haunt her with a vengeance.
C O M P L I C AT I O N S A N D C H A L L E N G E S D U R I N G D E V E L O P M E N T
Of course! All game projects have their own unique challenges and problems. In
Dragon Fin Soup the main challenge we faced was managing our scope and making
sure we could offer a high-quality experience with a small team. Despite all of our
collective experience, it’s still a constant challenge to contain scope and make sure
we deliver a high quality game. Randis leads development, and constantly monitors
the progress of the team. We prioritize tasks as needed to make sure we’re doing the
most important tasks throughout development.
I’ve been making games for fifteen years, my partner Randis for eighteen; we’ve
worked all over the industry from AAA to mobile titles. We know what we’re doing and
are able to execute on what we promise. We were a bit worried that we were getting
carried away in all the excitement of the Kickstarter, but we’re happy to say that we’re
on track to deliver everything that we promised!
W H AT C A N A P L AY E R D O A N D D O E S T H I S E X PA N D W H I L E A
P L AY E R P R O G R E S S E S I N T H E G A M E ?
Depending on the game mode the player selects you will have different goals. As far
as what a player can do, you’re just gonna have to play the game. But I can tell you
that exploration, murder, mayhem, quests, puzzles, minigames, and all sorts of fun
wait in store for you!
in development
“We know what we’re doing and are able to execute on what
we promise.”
39EFG
in development
THEN & NOW
Street Fighter IV“Eventually I was given a small budget to create a prototype. That wasn’t really down to me pestering
my superiors so much as all of the journalists and fans started making a lot of noise and pressuring
Capcom. This was a strategic plot on my part. I had been asking all the journalists to make noise
about the series when out and about. I would always tell them that it was their responsibility to tell
Capcom, not me as I don’t have the power. Journalists and fans have the power to move Capcom -
not producers. With so many voices crying out for a Street Fighter game Capcom could no longer
ignore it any more and so they gave the green light for a prototype and they asked me to create it.
It’s a miracle that happened after a decade...”
- Yoshinori Ono on Street Fighter IV, in an interview with Eurogamer
“The only thing that doesn’t change is the excitement of the fight.”
- Cody Travers
Street Fighter IV
In 2008, Capcom and Dimps released the long awaited Street
Fighter IV. The first numbered Street Fighter game in nine years,
SFIV quickly became a staple of the fighting game community.
Bright, colorful characters and silky smooth animations continued
to be a trademark of the Street Fighter series. In recent years players
would see the release of fighting games as Marvel vs. Capcom
3, Skullgirls, Injustice: Gods Among Us, and Mortal Kombat. But
Street Fighter IV did it first, and with gameplay reminiscient of
Street Fighter II.
The 2008 release of Street Fighter IV spurred fighting games to
newfound popularity, and made a new generation of players a fan
of the genre.
THEN
• Released: (July 18, 2008 ) Japan
only Arcade version, (February 12,
2009 in Japan, February 17 in NA,
February 20 in EU) Playstation 3 /
Xbox 360 , (July 2, 2009 in Japan,
July 3 in EU, July 7 in NA) Windows
• Developer: Capcom, Dimps
• Platform: PC, PS3, Xbox 360, iOS,
Arcade (Japan only)
Super Street Fighter IV
Despite its name, Super Street Fighter IV was less of a mass
revision and more of an expansion to the original game. The base
gameplay remained the same, but ten new fighters and five new
stages were added. New characters to this interation included Dee
Jay, Adon, Dudley, Guy, Cody, Hakan, Juri, Ibuki, Makoto, and T.
Hawk.
Every returning character also got a new ultra move, which could
be selected prior to the beginning of each fight. This meant there
were now two ultra moves for each character. Another important
addition was a new Replay Channel, which allowed players to save
replays and watch other players’ replays from worldwide matches.
Other modes included a team battle mode, where 1-4 players
could play versus matches online with a team of characters, and an
endless battle mode, where players challenge a queue of fighters
to become the “King of the Hill.”
Its handheld equivalent, Super Street Fighter IV: 3D Edition was
a Nintendo 3DS launch title in both Japan and the West, where
it launched alongside such titles as The Sims 3, Madden NFL
Football, Super Monkey Ball 3D, and Pilotwings Resort. Despite the
limitations of a handheld, Super Street Fighter IV: 3D Edition was
well received, selling over a million copies.
NOW
• When did the new content get
released? (April 27, 2010 in North
America, April 28, 2010 in Japan,
April 30, 2011 in EU) Playstation 3
/ Xbox 360, (February 26, 2011 in
Japan, March 25, 2011 in EU, March
27, 2011 in North America, March 31,
2011 in Australia) Nintendo 3DS
• What was this new content about?
Adding new stages, characters, ultra
moves, and play modes
• What more did the new content
bring to the audience? Super Street
Fighter IV was a launch title for
Nintendo’s new 3DS handheld
41EFG
then and now
then and now
then and now
Super Street Fighter IV: Arcade Edition
The arcade edition introduced Yun and Yang, characters from
Street Fighter III, and made them playable characters. In addition,
Evil Ryu and Oni were also made playable characters. Previously
they were in the game, but only as hidden bosses. This brought
the current SFIV roster to a whopping 39 characters.
Each character had moves that were re-worked and tweaked for
balancing. Some characters had their health increased, some had
hit boxes tweaked, others had specific moves’ damages reduced.
For example, Oni had his health raised slightly from 950 to 1,000
points. Guy had his throw range increased, allowing him to throw
characters similarly to Ryu. Guile had damage from his flash kick
reduced. Tons of changes were made, although most of them
would only be noticed by experienced players.
More than anything, Super Street Fighter IV: Arcade Edition made
a lot of gameplay and balancing tweaks, further refining the Street
Fighter IV formula.
NOW
• When did the new content get
released? (December 16, 2010 in
Japan and North America, January
25, 2011 in EU) Arcade, (June 7,
2011) console download, (June 30,
2011 in Japan, June 28, 2011 in
North America, June 24, 2011 in EU)
Playstation 3 and Xbox 360 physical
copies, (July 5, 2011) Windows
• What was this new content about?
Bringing the improvements of the
Japanese arcade version to home
consoles
• What more did the new content
bring to the audience? New playable
characters
Ultra Street Fighter IV
The final installment of Street Fighter IV, released in 2014, saw
a total roster count of 44 playable characters, compared to the
2008’s release of 25 characters. New characters included Elena,
Decapre, Poison, Hugo Andore, and Rolento Schugerg. Six stages
were added. Both new characters and new stages were featured in
a previous crossover game Street Fighter X Tekken. Being the final
iteration of the series, Capcom included an Edition Select feature.
then and now
A U T H O R ’ S P E R S P E C T I V E
by Jerry Kline
This allowed players to choose what version of a Street Fighter
IV character they would want to play as in the game’s different
modes. Now there were not only 44 different characters, but
different versions of the characters since Street Fighter IV’s 2008
debut.
New modes included an online training mode and a team battle
mode. The online training mode allows players to train online
with their friends. Team battle is a 3-on-3 online versus mode that
allows players to fight in an elimination mode in which the health
bar carries over from one match to another.
In addition to more balance changes, Ultra Street Fighter IV also
added red focus, delayed standing, and the ultra combo double.
Red focus allows players to use their super meter to absorb multiple
attacks from opponents. Delayed standing or delayed wakeup
allows players to temporarily delay their character from standing
up when knocked down, allowing them to potentially avoid an
immediate follow up attack from an opponent. Ultra Double
Combo allows players to select both ultra combos of a character
before entering a match, allowing either one to be usuable in play
against an opponent. However, the damage reduction for each
combo is reduced as a result, which means raw power has been
traded for strategy and utility.
The final major iteration ensured the game’s longevity, with a
massive roster, new modes, balance tweaks and major changes
to the fighting mechanics. Ultra Street Fighter IV is an entirely
different beast from vanilla Street Fighter IV.
NOW
• When did the new content get
released? (June 3, 2014 digital
upgrade) Xbox 360 and PS3, (August
5, 2014) detail and retail versions
for PS3 and Xbox 360, (August 8,
2014 digital upgrade and digital
download) PC
• What was this new content about?
New characters and stages that
were previously featured in Street
Fighter X Tekken, as well as new
game modes
• What more did the new content
bring to the audience? More
character balancing changes, as
well as major changes to the game’s
core mechanics
Street Fighter IV has been iterated upon and revised as much as it famous
predecessor, Street Fighter II. What started out as a cautious revitalization of a major
Capcom franchise turned into an expansive, balanced fighting game. What started
out as an internal Capcom pipe dream became a reality. Street Fighter IV has sold
over six million copies, helped kickstart a new generation of fighting games, and
created a newfound love for the series. Much like Street Fighter II, Street Fighter IV
is going to be around for a long time.
then and now
B A C K T H I S P R O J E C TK I C K S T A R T E R H I G H L I G H T
O U T W A R D T H E A D V E N T U R E R L I F E S I M
Outward is an open world RPG with a focus
on simulating the life of an adventurer -- not a
legendary hero.
Outward started with a simple question:
"What would it really be like to live the life of
an adventurer?"
From simulating the day-to-day lifestyle
of living alone in a vast world filled with
creatures of fantasy to retiring and passing
on your knowledge and skills to your next of
kin, Outward is about creating a complete
adventuring experience. It's not just
combat, it's not just survival, it's both and
more.
Kickstarter project will end on:Sunday, May 10 2015 9:01 PM CEST
Goal:$150,000 (CAD) - $120,000
Game:Outward - The Adventurer Life Sim
DeveloperNine Dots Canada
An open world RPG with co-op and survival elements. To be released on PC and consoles.
46 EFG
eye for...
B A C K T H I S P R O J E C T
• Cooperative survival and adventure
• An open world filled with handcrafted regions
• A complete adventuring experience
• Fully envisioned survival mechanics
• Legacy system to pass down items and skills
• Dynamic player defeat
and more...
O U T W A R D T H E A D V E N T U R E R L I F E S I M
An open world RPG with co-op and survival elements. To be released on PC and consoles.
47EFG
eye for...
W W W . E Y E F O R G A M E S . C O ME A R LY V E R S I O N
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