Tags: Frayed Knights
<p>True PC Gaming <a href="http://truepcgaming.com/2011/10/06/rpg-indie-goodness-frayed-knights-the-skull-of-s%e2%80%99makh-daon-interview/" target="_blank">interviewed</a> RampantGames' Jay Barnson.</p>
<p> </p>
<blockquote>
<p><strong>In its current form, how close is Frayed Knights: The Skull of S’makh-Daon to your initial vision?</strong></p>
<p> </p>
<p>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.</p>
<p> </p>
<p>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.</p>
<p> </p>
<p>But really, while some details are different, overall the game came out a lot like I’d imagined it.</p>
</blockquote>
<p> </p>
<p><a href="http://rampantgames.com/frayedknights/updates" target="_blank">Plus, patch 1.04 is out.</a></p>
<p> </p>
<p>True PC Gaming <a href="http://truepcgaming.com/2011/10/06/rpg-indie-goodness-frayed-knights-the-skull-of-s%e2%80%99makh-daon-interview/" target="_blank">interviewed</a> RampantGames' Jay Barnson.</p>
<p> </p>
<blockquote>
<p><strong>In its current form, how close is Frayed Knights: The Skull of S’makh-Daon to your initial vision?</strong></p>
<p> </p>
<p>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.</p>
<p> </p>
<p>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.</p>
<p> </p>
<p>But really, while some details are different, overall the game came out a lot like I’d imagined it.</p>
</blockquote>
<p> </p>
<p><a href="http://rampantgames.com/frayedknights/updates" target="_blank">Plus, patch 1.04 is out.</a></p>
<p> </p>