![]() Instead, the idea of freelance mercenaries with cool superpowers came from our process in modernizing the concept of classic JRPG. Thanks to them and to their comments we can constantly improve our game in the direction they suggest. Thus, at the early development phase of our game, we were mostly inspired by what other senior developers of turn-based strategy games have already accomplished.Īfter the release of the early access of our game, however, most of the inspiration came from our users’ feedback. The reason we had the chance to encounter XCOM: Enemy Unknown after we decided to make a classic JRPG game was that one of our members tried this game right after it was released and said that it was a ‘super cool’ game. Each of our members had spent his lifetime playing various kinds of turn-based games and is still experiencing many games until now. We could easily progress if all six members agreed on an agenda and therefore we could reach this point by doing our best.Ģ nd Turn) Which are the main sources of inspiration for your game and where did you get the idea for a team of freelance mercenaries with cool superpowers?Īt the early development phase of the game, our inspiration came from the experience of our team members. Nevertheless, because our team was composed of only six members, we didn’t take such pressure too seriously. It is true that there is some pressure on us to be compared with such a masterpiece beyond the fact that XCOM is beloved by a number of users. We thought that this battle style could provide us some new challenges. However at the early stage of our development, we had a chance to encounter ‘XCOM: Enemy Unknown’ and the way the game builds up its battles was shocking. Our previous goal of our project was to develop a typically classic JRPG style game like ‘Final Fantasy Tactics’. ![]() Read more A Coffee Break with: Alexandre Chaudret, Othercide
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