Q:
What type of game is Castlevania – Ballad of Angels?
A: Ballad of Angels is actually a gen-remix that includes parts of RPG,
action, adventure and jump'n run. But it plays mostly as a realtime
RPG...
Q:
There are quite a few Castlevania games out there; what makes
your
game special?
A: Well, this is the first time a 3D Castlevania has RPG
Elements. In Symphony of the Night for the PSone, one of the best
Cv games
out there, we saw this Metroid like game for the first time, but
in 2D. Lament of innocence
(PS2) as well as the N64 titles feature this stage like gaming experience.
This time, you get free roam, not only over Dracula's castle, but
also over whole Transylvania. You can level up and buy items. I think
we pushed Castlevania
to the next 3D Level. A task, IGA (Konami's boss of Castlevania)
failed to
emerge...
Q: One
of the features listed at your home page is “huge 3D world”.
How big
is the world in quants and what tricks have you used to make it that
big?
A: That's a good question. See, this huge 3D world actually consists
of many, many small levels, edited together via the Half Life level changer.
But since we used some code, the next levels you can enter already load
up while you still play the other map. This deletes almost every loading
delay. So that's why I cannot say how big the size is actually. It changes
from map to map. We found ourselves traveling throughout the land of
Transylvania, not finding the way to the first mansion, which is, in
fact a bit silly
for the creators... But Turrican got the best line ever: I've been chased
by werewolves and I had no weapon...
Q: “Almost
every thing you do effects the game story” says another line at
your site. How did you code that? Can you give us an example of a decision
that changes the game story?
A: Yes, surely. For example, if you talk to a girl that
waits in the town of Jova, you learn that she lives in a town called
Kunan.
When you enter Kunan then, you will get a completely different scenario
than entering this town without talking to that girl. Or maybe if you
take too long to reach a specific point, the task for entering the next
mansion changes. This actually affects the story in a nice way but not
too much so that the main task does not change. But we also have different
endings depending on how well you do and how fast you are...
Q: It
looks like C-BoA will use many in-game movies; are they going to be created
with the Acknex engine?
A: Yes. We do not use any AVIs in the game due to the fact that
they simply would be too big in size. We need to keep the size small,
since it is free downloadable for anyone, and I don't think anyone
would download 650 megabyte where 350 megs are only video.
Q: “75-100 different Enemies”.
What tools have you used to create, animate and skin all these models?
A: Mostly Milkshape. We don't have different skins per model;
those 100 enemies are all unique models.
Q:
Do you need more members in your team?
A: Well, I would say it this way, we always could use some help, but
since the game is as good as finished, there wouldn't be too much to
do...
Q:
Have you found a publisher yet?
A: Well, we do not sell this game. First of all because we can't, since all
legal rights of the characters and names belong to Konami, secondly because we
wanted
to create something for those people who supported us no matter what.
So we don't need a publisher. If you want to play it, simply download it from
the official website or any website that offers it. It will be released on the
19th
of June on the Dusmania, and two days later available worldwide for free download.
Q: Please
give us a few tips for beginners!
A: Tips? Like what? Maybe like don't set your score too high when starting
a
game?
As Tobias Runde, writer of the book "Game creation with 3D Gamestudio" (German
only) once said: your first ten games will suck, I can only repeat
that line. We worked over 4 years on that game, and well, a lot changed since
then. I can remember the first beta that was available somewhere, and hell, that
was so bad. But since then, everything changed. Not only I gathered some of
the most talented people out there together, and yes, its actually their effort
that
this game is so far, not mine. We also learned so much in all those years. Best
tip to all noobs would be to never give up. No matter what anyone says, continue.
If you ever want to create something good, go on and on... I think that's the
best advice, since I don't think any technical specs or code would help them
at
all...
I want
to thank my team at this point. I could not have done it without your
effort. Especially Turrican, Error014, newsoundfactory, Fuxerz and puppenheim.
You are the best guys I ever worked with, and also became good
friends. Thank you.
Thank you a lot, Shin.