Team Oparts, who meets in the university game development club and serves in the same game company as an industrial technical agent, and then joins to make their own games. In the past, BIC, as well as 2021 Smilegate Indie Game Competition, has a number of awards, and 'Pro Story', which has shown high completeness, is a game that you may have heard about if you are interested in indie games.
Team Oparts has failed the offline exhibition of the 2021 Play Expo last year, and unfortunately it was able to introduce the game only through online exhibitions. However, this year, the Play Expo gave priority to the booth to the offline exhibition last year, and fortunately, it was possible to meet directly in the offline exhibition held after a long time.
One year after the 2021 Play Expo, I was curious about the progress of the development of 'Pro Story'. Indeed, don't worry if you haven't visited this Play Expo. The demo version of 'Pro Story' is released online, so anyone can download and enjoy on the introduction page.
It's so nice to meet you in the offline site. First of all, please introduce a brief introduction to Team Oarts.
\ -In fact, Oparts is the name of the game development club of Hanyang University Computer Engineering, and the number of people who played the club developed the game and named it 'Team Oparts'. As a result, people who wanted to contact us sometimes contacted the club president, where juniors run.
Would you like to think that Tim Oparts is a separate developer from the club? Suddenly, I wonder if you are often contacted with club juniors these days.
- Yes, that's right. Although I don't call it often, I held an event called 'ODC' at the end of last year at O -Park, and thank you for making a game review. There was no such event, but I heard that juniors operated the clubs well, and more people were in the number of people. I was proud.
When you participated online at the 2021 Play Expo last year, you are developing two directors. Do you have any changes in the number of professional stories developers?
- Since then, one person has participated in the middle and returned to school again.
▲ Trailer to check the atmosphere of 'Pro Story' 'Protony', which was exhibited this time, was also interested in last year's online events. I showed a difficult action in the cute art style, how did you develop it?
\ -The talk about the club for a while, and I worked with a friend who formed Team Oarts and worked in the same company as an industrial technical agent as well as a club. At the end of the service, I talked about making a game together, but I started to think about what kind of game I made from the planning stage, not a clear idea.
At the beginning of the development, there were many trial and error, and the development progress was very slow. The story initiative has also changed a lot. Then at some point, I decided a story and thought about the art that suits the story. Like other games, I was able to create a 'professional story' through various attempts and modifications.
When I did the released demo version, I knew the story looming, but I didn't know the details. Can you simply introduce the story of the game?
- The story of 'Pro Story' is a bit vague to create a mysterious atmosphere by the beginning. So please understand that it is difficult to explain here. To briefly explain the first part, the fairy that was trapped somewhere met Little Fairy Leonardo to start an adventure together.
The game itself was fun, but personally, the UI used to learn skills or to wear equipment was really impressive.
- I really liked unique UI since the old days. In addition, as an industrial functional agent, I was in charge of the development of the UI while working at a game company, so I was very careful about how the UI could be fun. Based on that basic thoughts, there was a lot of concerns about whether the UI could maintain the pixel style of 'Pro Story'.
At first, it was just an ordinary UI, and as I mentioned earlier, the game system changed a lot, and the UI was also reorganized. It was more unique and cool, and as a result, the UI was made.
There is a part that I was worried about in another demo, and the adventure little fairy Leonardo was frozen after some point, and I had to proceed to the second half of the protagonist character. No matter how much I tried to melt the friend, I was wondering if it was intended.
- you're right. It's a gimmick that I wanted to leave the game al1. Without the help of my fellow AI, I wanted to experience the way and go on my way. One of the things we are trying to reflect in the game is '' ** experience that users can make their own. In that context, there are many factors in the game.
** So, I give a hint, but it means to find out where to go.
- That's it. In addition, even the act of 'Kanda' has the idea that the player wants to choose himself. So no one in the 'Pro Story' says to go somewhere. We are trying to design so that users can move into internal motives.
Can you tell me how much progress has been progressed for the past year since the 2021 Play Expo last year?
\ -The number of game systems and all elements is said to have been developed about 60%to 70%. However, if you limit the level design, there are still some elements to be developed. Not all level designs are planned and squeezed at once. In the process of doing various tests, I think it will require more development periods.
At the time, you said that you are rarely raising the funds necessary for development, but I wonder if you plan to proceed with crowdfunding.
\ -The role of crowdfunding, which is felt in the actual development, tends to be a 'marketing means that can be used only once' rather than financing necessary for development. In order to prepare for crowdfunding, there are promises with users who need to follow the game's goal schedule or a certain amount of funds. I think I want to proceed properly when the timing comes to keep all those things. There is a plan to make crowdfunding, but the specific schedule is still undecided.
After the demo was released last year, the results of the survey together seemed to have gathered to some extent. I wonder what the memorable feedback was.
There are about 2,000 feedbacks sent by users who have enjoyed the demo so far, but it doesn't come to mind right now. In fact, there are some feedback reflected in the game, and some people send me a long feedback. In addition, thanks to those who send a message of support, it feels good and mentally helped.
In my personal experience, I didn't have the number of hearts, so I felt a little difficult. Was there any feedback on the difficulty of the survey?
According to the survey statistics, the response to the difficulty is appropriate, but nevertheless, the user who is too difficult and the user is so easy as you said. I'm thinking a lot about how to reduce this extreme response as much as possible, but I think it's a way to create an option to choose difficulty.
This part is very important as our game is to embrace as many users as possible. Some users have a little hint to use the knowledge experienced in other games, and some people are difficult to think of them for granted for gamers. We are trying to make a game that everyone can enjoy.
Do you plan to release the game on the PC platform? I wonder if you plan to release it on another platform later.
\ -The current interface is developed to cope with the keyboard mouse, console and touchpad. In addition, the console will not be difficult because it supports the porting on each platform at the engine stage.
Lastly, an offline event has been held for a long time, and please give me a feeling of participating in this Play Expo.
Rather than feeling, as we are developing adventure games, the recent development section has been focused on the levels since the demo version. So compared to last year, there aren't many changes in the demo version. Every time I showed the same game, I thought I was a little embarrassed.
This does not mean that there is no change in the demo version, and when there is an update to affect the demo, the update is steadily updated.
Comments
Post a Comment