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Txes and Francesco, manager of Dysotek, kindly tool the time to answer this month's interview questions.
Q: How would you describe Bocce Revolution using a single phrase?
Dysotek: An accurate simulation of the sport of bocce ball.
Q: How many people have worked at BR and for how long?
Dysotek: Mainly 2 people for about 4 months: the programmer and the project manager. Considering also the 2D artist, translators and voice actors, over 15 people have worked on this project. The 3D assets, sounds and mocap animations were ready to use, developed few years ago for the game Pallino d'Oro 2012.
Txes: Programming task took me 240 hours to accomplish, redraw of the complete scenery included.
Q: What is the most complex programming task when you are developing a game like BR?
Txes: There is no such a complex task in the whole game. Game mechanics are pretty simple and were easy to develop. If I have to choose one, I would point to GUI. It took most of the development time and it is more than 75% of the whole program. It was long, but not hard at all. It was a matter of organization.
Q: What have you learned while writing the code for BR?
Txes: Few things, sincerely. I carry over eight years of dedicated development with 3DGS, and there are very few things to learn from the engine at this point.
Q: How can we maximize our chances of getting a game published by Steam?
Dysotek: Releasing Indie games with good quality and USPs.
Q: What are your favorite game development tools that work great with Gamestudio?
Txes: I'm used to 3DS Max, GIMP, Inkscape and Audacity. I always wished to adapt myself to Blender, but fifteen years of 3dsmax use just increased my laziness.
Q: What will be your future Gamestudio project?
Dysotek: A new generation of Bocce/Pétanque game.
Q: Please give us a few tips for the beginners out there.
Txes: I alway say: adapt your dreams to the tasks you can do, and keep code and project folders clean!
Thank you a lot, Txes and Francesco!