I used Visual Net 2003 for the original Cave Story. Some developers would love to know what you use to code your projects. What is your programming language of choice? For example, in the beginning, you could only shoot left and right, but as things progressed, I thought that it would be a lot more interesting if you could shoot up and down too. Walking around took just one day, but the actual specifics were developed as I went along. How long did it take you to get Quote's movement down? Let's move on to some development-related questions. I'm not really familiar with the logistics of. Even at that time, there were a lot of talks, but nothing ever materialized. There was a lot of talk about it getting ported over in the past - even to the Game Boy Advance. You'd think that any company that wanted to make easy money would have been glad to work with you to make a console release a reality. However, an official release didn't happen until nearly six years after the original first came out. Here is what he had to say -įor many long-time fans, it was a foregone conclusion that Cave Story would eventually make its way onto a console. During those sessions, Daisuke touched on various subjects, including past efforts to bring Cave Story to a console, his development process, why he chose to focus on pixel art, the status of his RPG, current projects, and future plans. OXG had the honor of conducting an interview with Daisuke at NIS America's press event in February as well as a follow-up interview at GDC last week. This will mark the first time that Daisuke's game has gotten a physical release, which is one hell of an accomplishment for an independent developer and a fitting reward for someone who, for so many years, had freely given away a game that rivals some of the best commercial 2D platformers around. Not willing to let this slide, Daisuke and Nicalis partnered with NIS America to bring us Cave Story 3D, a 3DS remake that sports the same gameplay that made the original so popular, a professionally redone soundtrack, new content for older fans, and a complete 3D graphical overhaul to bring in that missing audience. While this brought the game to a whole new audience beyond those who downloaded the PC version or one of its various ports, there were still some who couldn't be bothered simply because it didn't sport 3D graphics. This problem was somewhat alleviated when Daisuke teamed with Nicalis to update the retro look for last year's WiiWare release. Unfortunately, those same graphics are what kept a number of gamers from giving it a chance as a good portion of the gaming population fail to see the value in using pixellated artwork. One of the defining features that contributed to Cave Story's popularity was its excellent use of pixel art. Its great controls, impressive visuals, engaging story, and memorable soundtrack - all developed by Studio Pixel, a one-man development studio headed by Daisuke "Pixel" Amaya - helped to hammer home the fact that independent developers can do amazing things even with limited resources. Despite being released back in 2004, the game is still often used as the gold standard upon which new indie games are compared, especially when it comes to 2D side-scrolling platformers of the Metroidvania variety. Rider and Dark Saber from Fate/unlimited codesįor many, Cave Story stands as one of the best examples of what an independent developer can produce with enough time and effort.Fate/stay night – Saber (from Type-Moon’s AFD 2010 project).Nippon Ichi Software president Souhei Niikawa.UFO Interactive’s head of production, Andrew Wang.Little King’s Story producer Yoshiro Kimura.Cave Story creator Daisuke “Pixel” Amaya.Little King’s Story producer Yoshiro Kimura follow-up #2. Sands of Destruction producer Yoichi Shimosato and planning director Takashi Kuroki.Ninja Gaiden II: The Dark Sword of Chaos – Stage 2-2.Relentless: Twinsen’s Adventure (aka Little Big Adventure) – theme song.
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