We found that it didn’t really matter that much, so some levels are shorter while some levels are longer. We made trials with many different level sizes. What goes into the design decision of fewer longer levels versus more shorter levels, and how you decided on the more expansive level challenges of Oddmar? So we made sure that the game would play well on touch devices of all sizes and that the controls are comfortable and synchronized with the level design.Ħ. We fundamentally believe that a game must be designed specifically for the form factor and native input controls on the platform that you’re releasing it on. How did the decision come to be, to make the game from the ground up for touch with native tap and swipe controls versus a more port based control set up with other platforms in mind? Luckily, Pär, who did the soundtrack for the game, and Vibe, who did the sound effects, really hit it out of the park with their work on the story too, and it all came together great.ĥ. We started out with very little story at the start, but after game testing, it became obvious that players craved a story alongside the gameplay. I personally have a very deep passion for cartoons in general and would love to work on a cartoon in the future, so the quality of the story cutscenes was important to get right for me. It took way longer than planned to produce. To be honest, the story was a big challenge for us. How long did the animated cutscenes take compared to the game development (I mean, that could be a great stand alone animated short)? We were really enjoying the series, and while we were trying some art prototypes, Volkan came up with a very early drawing of the character and mushroom.Ĥ. Why the Norse mythology/vikings theme?Īs a team, we were watching Vikings on the History channel all together on a Sunday night. We have been battling with controller design, gameplay difficulty and game quality in general for mobile audiences for a long time, so I think that helped us a lot with Oddmar.ģ. It is a platform we feel very comfortable with and have a good grasp on the challenges developers usually deal with. How did your experience working on Leo’s Fortune help with the development of Oddmar?Įven though Leo’s Fortune was our biggest title, we’ve been working on mobile games since the start of the App Store. Sometime during the lengthy development of Oddmar, we got in contact with Senri (who had just released their game Leo’s Fortune in 2014) and started our collaboration with them.Ģ. The first order of business was to find talented artists and we found the talented twin brothers Volkan and Okan Yenen. In 2014, with our own savings and with help from the Turkish government, we started our studio. We did some freelance work when starting out to make ends meet but we always had our eye on developing and releasing a game of our own. Right after college we decided to pursue our passion for making games and founded our Turkish company. Tell us a little about the development team of Oddmar.įerhat and I (Ozgur) have been friends since college, and we’ve always had a shared passion for games and game development. With its alluring design and solid gameplay, you definitely will enjoy every step of your quest.1. It comes with amazingly illustrated cutscenes that tell the endearing story of the hero, and its stunning graphics and music are both engaging and beautiful. The gameplay may not be too original, but one must give credit to the level of polish that the developers of Oddmar have poured into this game. Its story and design are its saving grace That means the only thing that sets this game apart from the others is its storyline. However, these characteristics - along with the controls and gameplay - are also found in other platformers. The fluid motion of the characters is another pleasant factor since it enables smooth control and transitions. Use these controls to run the course, collect coins, and slay enemies.Īnother praiseworthy element of this game is its rich, colorful graphics that make it visually pleasing. Meanwhile, tapping on the screen enables your character to attack using his weapon. You can also make him jump by swiping up on the right side of the screen or smash the ground by swiping down. Use the on-screen joystick to move your character up, down, left, or right. Moreover, the controls are easy to master. They can also feel drawn out and overwritten to the point that you just want to skip them altogether, which you can do by tapping on the forward button at the upper right corner. The in-game acts are important to understand the storyline, though they don't explain some of the elements and characters in the game. Oddmar features a story with beautifully crafted cutscenes accompanied by captivating narrations and background music.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |