![]() ![]() What would you say are your biggest artistic inspirations for the game, and what are your goals for it stylistically? You've shared a lot of time lapses and graphics about how different character designs have come about. I love XCOM, so some of that was brought in with how we went about designing what now is the combat system.Ī lot of what you've shared about the game development online has had to do with visuals. But we quickly realized, "What if we opened up the grid and let you move wherever you wanted?" That was the first big change.Ĭhris Wingard: A little closer to an XCOM-type movement. It seemed fun, and we designed all our abilities around that. So, there's a little bit of movement and targeting possibilities with the abilities we had. ![]() It initially started off closer to Darkest Dungeon, where you've got four guys in a row - except we added a second row. With dungeon exploration in general, the combat was the first big change. What would you say the biggest changes are? I know this game has seen a lot of changes and evolution since the concept first began. I went through a lot of your Twitter, and it's awesome that your Kickstarter was able to get off the ground. Which we did at the end of 2017, I think that's when our Kickstarter went live. Nik Mueller: Yeah, very early 2016, I think.Ĭhris Wingard: That was when I left my job at EA, and then we started developing a prototype so that we could go to Kickstarter. I think the concept first originated in 2015? The Iron Oath has been a long time coming. Nik Mueller: Adding asynchronous multiplayer, which was a big waste of time. But we were working on it for probably four years, just very casually.Ĭhris Wingard: Yeah, and fighting feature creep and all that stuff. Nik Mueller: It helped us become a little more disciplined, I guess? I think if we were to work on Rhythm Destruction continuously, full-time as we're doing now, it probably would have only taken us a year. Rhythm Destruction was like a hobby project for the two of us, and getting something finished was a good way to get into making a bigger scale game like The Iron Oath. In the past, I used to work in the AAA games, but I wanted to get away from that. Chris Wingard: I think for me, it'd be mainly having completed a project, just the two of us. ![]()
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