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Doing things the hard way vvvvvv
Doing things the hard way vvvvvv




doing things the hard way vvvvvv

More people should play Dream Quest, it's a very overlooked masterpiece! I was really interested in thinking about ways to take that Dream Quest deckbuilding roguelike concept in different directions, and Dicey Dungeons is my way of exploring that. Dicey Dungeons essentially started as a Dream Quest fan game, back when it was a jam game for 2018's seven-day roguelike. Once Dicey Dungeons is finished, I'm looking forward to checking it out properly!ĭream Quest is legit one of my favourite games ever.

doing things the hard way vvvvvv

Slay the Spire seems like a super cool game, but I've avoided playing for more than an hour or so because it's clear that we're exploring the same design space. TERRY: We're both inspired a lot by the same game, Peter Whalen's Dream Quest. WIREFRAME: Where did the concept for Dicey Dungeons come from? Have you played a lot of roguelikes, and any particular influences on Dicey Dungeons? And there have been comparisons in the gaming press to the card-based Slay The Spire, what would you compare Dicey Dungeons to and why? TERRY: They're very different games, but I kinda feel like working on action games has given me a very good sense of timing and flow, and has helped Dicey Dungeons feel snappy and fun and responsive in a way that you might not expect a turn based game to feel. WIREFRAME: Are there any lessons from your early hits VVVVVV and Super Hexagon that you have carried with you into your new game? I feel extremely lucky that it found such a big audience - at the time, I expected it to be this super niche thing. TERRY: Definitely, Super Hexagon did way better than I expected it to. WIREFRAME: Looking back, were you happy with your early successes on the App Store – and how do you view the store now? Over the years, I drifted into other genres with action games - so Dicey Dungeons is kind of a return to those teenage ambitions! I spent a lot of my time during my teenage years trying to make RPGs, very unsuccessfully.

#Doing things the hard way vvvvvv manual

It makes it pretty hard not to wonder about what's possible! I read the C64 manual and Commodore Format and learnt some basic stuff, but never really did anything serious.īut then, as a teenager, I played Final Fantasy VII, and for whatever reason it astounded me so much that I knew I wanted to be a game designer. TERRY: I started making games on my C64 when I was a kid! As soon as you turn a C64 on, it starts you right into BASIC, before you see anything else. WIREFRAME: What got you into programming your own games?






Doing things the hard way vvvvvv