Frayed Knights Patch 1.04 and Interview
Frayed Knights Patch 1.04 and Interview
Game News - posted by VentilatorOfDoom on Fri 7 October 2011, 13:02:22
Tags: Frayed KnightsTrue PC Gaming interviewed RampantGames' Jay Barnson.
In its current form, how close is Frayed Knights: The Skull of S’makh-Daon to your initial vision?
The game in my mind always had multi-million dollar art, a lot more special effects, and Christina Hendricks as Chloe. But those aside, I think it came pretty close – which kinda surprises me, to be honest. It took a lot of effort to get combat and the Drama Star aspects to work the way I’d intended them to, and while they are still not “perfect” by any stretch, I feel pretty good about where they landed.
I originally planned a “larger” game, but I thought would be a lot smaller. What I mean is… I had three acts (The Skull of S’makh-Daon is the first) which I thought might only take 5-6 hours each to play through. I fortunately realized that I’d been grossly off in my calculations (both in how much work was involved, and how much gameplay a single act actually represented), and that I was really risking a lot on a single “mega” project that might be a colossal failure. So I broke the game down into smaller, indie-sized chunks. That was totally the right move, but I had to make a lot of story changes to make sure each game had a self-contained, stand-alone story. There were a few quest changes, but not too many quests spanned acts.
But really, while some details are different, overall the game came out a lot like I’d imagined it.
Plus, patch 1.04 is out.
In its current form, how close is Frayed Knights: The Skull of S’makh-Daon to your initial vision?
The game in my mind always had multi-million dollar art, a lot more special effects, and Christina Hendricks as Chloe. But those aside, I think it came pretty close – which kinda surprises me, to be honest. It took a lot of effort to get combat and the Drama Star aspects to work the way I’d intended them to, and while they are still not “perfect” by any stretch, I feel pretty good about where they landed.
I originally planned a “larger” game, but I thought would be a lot smaller. What I mean is… I had three acts (The Skull of S’makh-Daon is the first) which I thought might only take 5-6 hours each to play through. I fortunately realized that I’d been grossly off in my calculations (both in how much work was involved, and how much gameplay a single act actually represented), and that I was really risking a lot on a single “mega” project that might be a colossal failure. So I broke the game down into smaller, indie-sized chunks. That was totally the right move, but I had to make a lot of story changes to make sure each game had a self-contained, stand-alone story. There were a few quest changes, but not too many quests spanned acts.
But really, while some details are different, overall the game came out a lot like I’d imagined it.
Plus, patch 1.04 is out.
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