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Ophidian Wars: Opac's Journey Developer Interview
Ophidian Wars: Opac's Journey is an acrobatic platformer. As Opac, you will will climb, blast, glide, and dash through an ancient network of caves. It released on Xbox Live Indie Games last week. Today we have Carl Van Ostrand, one of the main developers on the game, talking about the process of bringing it to Xbox Live.
Question: How did the idea for Ophidian Wars: Opac’s Journey come about? I was eating some Puffins, which is a delicious puffed cereal, when I decided that I wanted to build an original fantasy world. I had worked on collectible card games in the past which were a great source of original fantasy concepts, and thus was born several months of building the foundation of the Ophidian Wars universe. Races, characters, plantlife, social structure, and a storyline were born from long talks with a cool concept artist I met online, weird dreams, and booze. Early feedback pegged Opac as a likeable "dark" character. So we went to work on designing an "acrobatic platformer." Question: Could you describe Ophidian Wars: Opac’s Journey for anyone who hasn’t seen it? You're an assasin born of shadow, with a special mission from the planet's Elders. You have to reach the surface to carry out your duty. Blasting, sprinting, wall-climbing - finding relics and upgrading abilities to make it out in one piece. Giddy-up. Question: How large was the team that created Ophidian Wars: Opac’s Journey and how long did it take to develop? This was a 6-7 month endeavor (we both have full time jobs, and kids, yikes) with another month total in testing and review. It was primarily myself and our master yoda programmer Bryan, with some outsourced help from some talented artists.
Question: Looking back on Ophidian Wars: Opac’s Journey what are the things that you are most proud of? We kept our cool. Game development can be very stressful and full of tough decisions. Plus, I am sort of crazy and don't sleep nearly enough. But we saw the vision through, got over the tough hurdles, and so far people seem to like what we've created.
Question: Was there anything you were hoping to get into Ophidian Wars: Opac’s Journey that did not make it? Yes for sure. It's like making nachos. You want to add everything because it seems like more = better. But other factors come into play, like time, money, and too many kinds of salty meat. In the end we got most of it in and we think it will taste pretty damn good. I'm hungry.
Question: Now that Ophidian Wars: Opac’s Journey has released are you planning another Indie game? Yes, we're bitten by the bug and won't be stopping anytime soon. We're already well under way with "Ophidian Wars: Legend of Kilflame" which was actually started development before Opac's Journey and takes place directly afterwards. This time, the story will focus on a female named Maya, but you've not seen the last of Opac. Question: Can you give us some tips or hints for Ophidian Wars: Opac’s Journey? If you are gliding when you blast off a geyser you will go a little higher (more lift), which comes in handy towards the end of the game. And to get the Topine Tea you need to read the clues and enter a button sequence on your controller. Mwahahaha. No it's not the Contra code.
Question: If you could change one thing about Xbox Live Indie Games as a platform what would it be? I think we need more spicy salsa. More unique creative visions and less sheepish quick-and-dirty titles. It's up to developers to raise the bar and I think everyone wins in that scenario. Oh, and a seperate section for apps, for organization's sake. :)
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