In this week's interview, I talk with Japanese indie game developer Hekiraku-ya about the design challenges and development cycle of their first game, ITOYUI. An early demo of the game was initially released at Comiket 91, while a newer version with more features was released at Comiket 92. This interview took place over a few weeks just prior to and after C92.
An Interview with Hekiraku-ya, Part 1
Interview by: Douglas Schules; Translation by: Douglas Schules Daedalus Machine The version ITOYUI released at C91 was a demo, so it really didn’t have a story. Can you tell us a little about the concept of the game? Hekiraku Ya This is just a report on the current state of the demo distributed at the event so, I wasn't able to include the story in the C91 version. The concept of ITOYUI is "the fusion of story and game elements." I want to pay attention to both, I think. "Darkness" is the foundation for the atmosphere of the game, but I want to make a game that has something unique to it, is light hearted, and doesn't have an excessively deep world view. DM What is the general story for the game? HR It's still in the development phase so I can't respond to details. So I'll try to summarize. For this version of the game, the setting is a hotel that is built in some deserted place. Mysteriously, guests who stay there lose their memories. The player enters their hearts (these are the battle scenes) and returns with "memory pieces." That is the flow of events in the game. As you gather memory fragments, the hotel guests gradually recover their lost memories. I plan to weave all the NPC substories together into the overall narrative. DM Even though the demo was short, it’s easy to see some of the game’s SRPG influences. Summoning companions to help fight, for example, reminds me a bit of Phantom Brave for the PS2. When designing ITOYUI, what games influenced you? HR ITOYUI is an SRPG but games of the same genre serve as a general reference. For example, the flow of battle, the screen views, the UI configuration, and the like. Besides, regardless of genre, games show influences beyond their battle systems. DM The demo mentions that the game might be completed for C92, but based on our earlier communications it sounds like it’s taking more time than you originally thought. In designing the game, what problems have you run into, and what advice do you have for other people who want to make games? HR Actually, finishing the game is taking more time than expected. The current goal is to complete the alpha version, where we implemented the game system from beginning to end, this year. There are heaps of problems related to game design. In particular I have been trying to introduce a system that doesn't appear in other simulation RPGs, and I am making this with a programmer through continual trial and error. Regarding game development that I do myself as an individual, I'm a novice so it's a bit presumptuous to give advice but, whatever shape it may be if you have an image of the final game, find a partner who will stick with you until the end, I guess. DM What ideas do you plan to implement for the finished version of the game? HR The plan is to implement a new system where you don’t see often with SRPG. We are planning to divide ITOYUI largely into two parts -- a field part and a battle part -- but we intend to include systems that aren't in conventional games. The issue we're facing is how to implement these parts, as a game, in a fun manner. DM Can you provide some specifics about this? What do you intend to do that's different from conventional games? HR This was implemented in current demo version distributed at C92, but in the battle scenes I introduced the "reversible system". By making use of both the top and bottom of the screen, I thought it would increase the game's strategic elements. In the field map, I'd like to point out NPC mutual relationships and I'm considering introducing a bond system where the relationship ranking dynamically changes based on the actions of the player. However, this is a complex system I want to design so, practically speaking, it seems verification tests will be necessary to determine whether I can actually implement it. DM Provided you’re able to implement the bond system as you currently imagine, how will it concretely appear in the game? I imagine the system could be used to change the story or possible encounters, and even influence what types of abilities the player has access to. Anything like that? HR That's generally it. At this point, I plan to try to create diverging substories using this system. It would be good if I could make use of this in battles, too, but the more I try to incorporate that the more my work load will increase...still, I'd like to incorporate that as much as I can. DM Let's talk about the battle system. In the demo the player was limited to summoning dolls or marionettes to battle enemies. What other abilities do you plan on including? HR Speaking of player actions, Ito, the protagonist that the player controls, has an ability called "ITOYUI". Summoning is one of the abilities of ITOYUI, but other abilities are "shien," which heals and strengthens summoned characters, and "fuuin," which alters the amount of experience points from enemies unable to battle. Also, summoned characters aren't able to move far from the player. I've also been considering attacks that make the best use of these. DM How long do you think the game will be when done? HR It depends on how much time I can spend developing the game, but I suppose it will take roughly 20 hours.
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