The Seawise Chronicles - Untamed Legacy 1: their way to visit their grandmother but something was out of place unlike the previous times they have visited her. The whole They saw a weird shadow moving around the house corners, This article highlights 5 reasons why games are good for you.
Gladius II The brand new game offers action multiplayer game fun in 3D look with many details. Pocahontas - Princess of the Powhatan 1: on the adventure of her life in this historic hidden object game. This remarkable hidden object game puts you right in the This remarkable hidden object game puts you right in the middle of one of the most romantic This is a brand new release in the hidden This is a brand new release in the hidden object game s genre from Twintale Entertainment.
The game follows The game follows Pocahontas' story and lets the player join in her Victorian Mysteries - Woman in White Discover deceit, betrayal and love with an intriguing narrative based on the famous 19th Century tale. The game tells a story about a group of pirates on an effort to rescue the deckhand's girlfriend, Ruby. It is a match-3 casual puzzle game.
The updated version adds a touch of strategy between levels where you build up your pirate village on a small island. I recently had the opportunity to discuss the hit game with one of its makers, Martin Andresen of Twintale. What makes your game unique from other casual games? There are quite a few match-3 games our there and from the start we wanted to add something to the game that other games were missing; an involved story that dictated the flow of the gameplay , which add different goals for each level.
The original game was missing a lot in the graphics and sounds department and did not do well at all. When we did the sequel we wanted to add something extra to the gameplay and the idea of building up a pirate village really seemed like a fun and obvious thing to add to the game. Only a few games had something similar and we felt that with this feature added and improved gameplay and graphics, the game would finally stand out in the crowd. We also made this feature as flexible for the user as possible, so they could try out different strategies without making it too complex.
This turned out to be one of the big successes of the game and led to people playing it multiple times. Where did your inspiration for the original game come from?
The Pirate Tales was our first game and we wanted to do something in a short period of time, not too complex or time-consuming. Our goal was to get a game done so that we could prove to ourselves we could do it and at least get our name out there. We looked at the casual games market and soon concluded that we wanted to make a match-3 game. We could focus on developing the game rather than design by taking on a well known game genre that played well. With Pirates of the Caribbean having so much success we believed that a pirate story would fit well with the casual gamers.
What was your development process like? The company consists of my twin brother and me , and we are both experienced developers as well as project managers on much larger projects from previous jobs. We did both the original and updated games in a very ad-hoc manner with design being done during implementation, feeling that with our previous experience the projects would not run completely out of hand.
On the positive side it made us play test stuff pretty quickly to see how it worked and then being able to alter it quite quickly, although we did do some work that needed to be modified quite a few times.
What appealed to you about TGB? As we wanted to have the game done quite quickly there was no question that we were going to use an existing 2D game engine. We looked at various solutions and did not hesitate to use TGB, as it had a lot of nice features, support for both PC and Mac, and an impressive level editor.
Most importantly it was easy for us to learn the engine and the script, which made us able to implement a match-3 prototype within a few days. How many people worked on the game team? How did you work together? In-house development consists only of my twin brother and me and we coordinated all development between us, using the "what needs to be done now"-method. We had to outsource a lot of other stuff for the games, none of us are artists or great musicians. One writer was hired to do the story, Dylan Romero , we had two artists for the graphics, Nauris Krauze and Blake Lowry , and a sound studio, Special Blend Music , for the sounds and music.
One of the artists and the sound studio also worked for us on the update. For the updated version we also had a consultant attached to the project, Gabe Carter at Oberon Media , who also published the game for us and gave us lots of great ideas and suggestions.
Communication was primarily done using e-mail which turned out pretty well. When requesting work to be done we were quite clear on what we wanted, so everyone on the team had no problems delivering what we wanted. Everyone did a fantastic job. What were a few major development challenges you encountered?
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