Interview the Molasses Flood:bioshock Infinite game after another masterpiece

Source: Internet
Author: User

Xsolla was fortunate enough to have an interview with Flame in the flood game developer ————— Forrest Dowling, Flame in the flood, a great game that has raised $200,000 in Kickstarter. Forrest is no stranger to gamers. He is the Bioshock:infinite designer of the game. His new game, based on Unreal Engine 3, is a stunning representation of a small team think tank.

Studio The molasses Flood has a group of intelligent people, including you. Can you introduce some of the games you have done, and your colleagues?

Some games you may already know, like BioShock, BioShock Infinite, Halo 2 & 3, and rock Band. Our entire team is making the irrational games, one of whom is doing BioShock Infinite. I was Infinite's chief designer and worked with Scott Sinclair, the original design director of BioShock and Infinite. Together with Damian Isla, he is the developer of AI engineer Halo 2 and 3, which is responsible for designing villains in your game. We have a very strong team.

Irrational Games What are you going to do with the Flame in the flood when this game is done?

After irrational we began to discuss with our friends to form a small studio. It took us several months to persuade everyone to participate. Some people have resigned from their very good job opportunities. We came up with the game after the team was formed. began to think around the game design, collect ideas, and soon we agreed to design a drifting life and death journey.

After the biochemistry, I wanted to play the indie game, and then we came up with concrete details. In a way, I'm thankful that it happened, because although it was horrible to lose your job, it made my life a leap and a breakthrough.

Tell us about the different game mechanics rules in your game. You have rock climbing, robbery, sickness, and crazy violence footage. How are these done in the same game?

All the rules of the game really come from an idea: people struggle with nature. Naturally there is the climate, the world, your own needs, and the animals around you. Our hope is that through these mixed challenges and decisions, you can fight against nature in the deep and interesting systems we build, rather than relying on scenarios or pre-built encounters. We are also really giving players different game decisions to make them interesting. They can decide which plants are worth sowing, but immediately they try to paddle to the rapids.

The Flame in the Flood looks like a hard game, with powerful lights, wonderful objects and animations. Can you share some ideas about making such a game? What tools do you use, and what kind of middleware is most cost-effective? Have you bought some products, scripts or other things?

This must be a challenge, but it also gives us a lot of valuable tools. We use Unreal Engine 4 because we have a lot of experience in using it. It is important for us to have a function that one of our 6 can use. We didn't buy ultra-high resolution tools, no dubbing, and no motion capture animations. Our focus is on a lot of rendering techniques, unreal, using real-time shading, SSAO, picture effects and more. Unreal is not the cheapest option because you will end up earning 5% of your revenue to epic, but we believe that the help they offer is worthwhile.

I personally think Kickstarter is a great place to be , but it does take into account your game type and your needs. There are some nice games on the Kickstarter that are hard to get if you can't attract people who really care about the players in your game. If you are doing a hand tour, I think this is not a suitable place. Colleagues, it seems that everyone expects a lower amount of money, so if you need a higher budget, you have to be psychologically prepared, no matter how good your content is. We are able to succeed on Kickstarter because it can really meet the needs and save our costs. We do not have the resources to support us, and today it is impossible to stand here. I think it is more appropriate for those who already have some resources. Of course, it is impossible now to raise the spring like a year or two ago.

How are you going to sell the Flame in the flood?

The Flame in the Flood?

We're ready to go through steam, we've started to do it, and there are some other digital platforms like good old games and the Humble Store. We sell games directly on our website through the humble widget. Our current plan is that the final game price is $20. We don't have any DLC plans. The game will support DLC, but that's not what we're sure we want to do. We are currently focusing on the core of the game. We are absolutely not going to pay for free games or in-game payments at this time.

Kickstarter supports our Flame in the flood game. There are 10 days for this project.

Interview the Molasses Flood:bioshock Infinite game after another masterpiece

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