We believe we are where we are with the campaign because our backers drove us here. On many occasions, they have offered advice, even acted on our behalf, raised issues on the game, exchanged punches, patched each other up and cheered each other on – everything is so dramatic that sometimes it brings tears to our eyes. We have what we think, quite a tough (but passionate) backer community to say the least and we can feel that they “really” want the game realized. So no it wasn’t difficult to prepare for the crowdfunding campaign since it’s been more of a “do-as-you-go” kind of thing. I guess we were more on the naive side and thought we could continue with our development through the campaign but being a small team and all, ever since the campaign started, things have been just crazy and we have and still are, learning through it all. So to try and gain some leverage on this, we launched our Kickstarter campaign but kind of unprepared for what was to come. and Unity of course as described earlier. That said, all the tools we have used are actually basic – art creation tools such as Illustrator, Photoshop, 3DS Max etc. Well, first of all Google translator! (laughs) I think most tools are designed to be efficient and it’s not the actual tools themselves but how the creator effectively used what’s available to achieve the design goal. We wanted to design the game where most or all of the features are there for a reason and as a whole, support the design concept and to create a “game-like” game. We intend to achieve minimalism through attention to detail. This nostalgic essence is what we wanted to create with Little Devil Inside by using what was just sufficiently required of the technology available today hence our main design concept – minimalism. The cover art often just had characters and the world at a glance but somehow encouraged the gamer to picture the game in their imagination. About Using UnityĪs gamers ourselves, we have grown with pretty much the entire video game era beginning from the early 8-bit days when before making a purchase decision, there was little or nothing to go on except for a little cover art. In short, you will be doing realistic things in an unrealistic world. You will learn new combat skills, become stronger, graft weapons, armor, vehicles etc – all things a human can do realistically. The character will be vulnerable and can be sick, be hurt, diseased etc. Through the game he will develop and become strong but within reasonably foreseeable human limitations. The character is not a super hero or supernaturally gifted with powers in any way. This means the protagonist will have to survive. In the outside world, each main area will have different physical sizes but once again, this is probably going to be irrelevant to game play experience.įor example in a desert, our design goal for the world is not to just make the desert seem physically endless, but create the atmosphere (effects, particles, shading etc.) and the character’s adaptation and reaction to all the elements within the desert environment so the player is sensing & creating the image in their minds that the desert is very large. You can stroll about, gain news, gossips, shop and repair gear, loot etc. There is a main city (or town) – safe or should we say safer than the outside world. Basically, the world can be as small or large as you feel it to be since the game experience for each player we hope, will differ. In terms of physical size (and there have been many questions raised about this within our community), it would be about as big as Borderlands but what we are trying to achieve is not to simply create a massive physical map but a more emotional or imaginary map.
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