It's called Defender's Quest: Valley of the Forgotten. It's a hybrid building defense/RPG about a young lady who's dumped unceremoniously in to a disease cluster who then sets off to elude by finding survivors to free-for-all off the minions of a demented sorcerer prohibited on her trail.
How critical was a convincing story to you whilst developing Defender's Quest ?
Three of us formerly worked on CellCraft , an informative biology game, that had a fun and ridiculous story to help tie it together. While people similar to the characters, the story and discourse was created by us programmers. For Defender's Quest , you longed for a correct story, so you intentionally sought out a writer.
We longed for a account that suited the mechanics. Why do you have "defenders," and because are they fortifying this person? Why can't everybody only run away? So the surroundings was created to notify all that. You can't elude -- you're trapped in a disease colony. People wish to help urge you because you're the only sheet out of there. We gave the characters actual motivations for what they do in the story and in the mechanics.
Who wrote the story and what type were you aiming for? Quirky, funny, witty, serious?
Our story was created by James Cavin, the "USDA approved English major." The citation we've taken is "classical RPG melodrama" -- i.e. thespian strife with a lot of comic relief. We've got jokes, but we've moreover got actual danger, great and evil, immorality and even more evil, redemption, temptation, sacrifice, etc. Just because you're laughing, doesn't meant there's not a major strife with major repercussions.
What desirous you to make Defender's Quest ?
We're large fans of tower-defense games, but always felt similar to more could be done. Likewise, you admire RPGs, but the fighting systems frequently insufficient depth. We longed for to try merging the two. Games similar to Final Fantasy: Crystal Defenders hinted at a few possibilities, but didn't unequivocally break in to bona fide RPG domain -- it was only a broad TD diversion with light Final Fantasy dressing. We took the tower-defense automechanic and used it as the fighting network in a bone-fide RPG meta-game.
Instead of broad towers, you have celebration members. Each one levels up, learns skills, and wields apparatus individually. Your "towers" have personality, individualism, customization and diligence between battles. Plus, you have a story created by an actual English major that we're flattering unapproachable of.
Defender's Quest looks very complicated -- did you start conceptualizing it with all of these features in thoughts or did they develop with production?
While many sum have changed, the core diversion is flattering shut to the initial design. We did facilitate a few things -- forsaken disposition classes, streamlined apparatus and talent trees, etc., to keep the diversion manageable. It's flattering funny to see the prophesy advance to life so evidently 18 months later.
Anything you'd do differently?
Keep more minute spreadsheets from the very commencement -- we've prearranged a lot of change problems around player feedback from the demo, but it would have saved a lot of time to break more figures up-front. Also, next go-round, we'll have a dedicated artist for certain -- right right away the lead developer Lars is sophistry art, programming, marketing, etc. Other than that, things incited out flattering well.
Why develop independently, rsther than than work for an determined company?
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