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As someone else asked, how did you start working with Team17 and how has it been?
Are you a fan of Mars Attacks and/or Dastardly and Muttley?
Will there be a storyline in any form such as static or animated scenes with voice acting?
Are there any plans for online co-op?
Do you have more ideas to expand or add to the game world?
Do you have enough time to use a sauna regularly?
When you were a child, did you imagine making your own game when you are older?
That’s surely the biggest, i could just drive around endlessly in the city doing nothing, some of the cars just had spot on feel in them.
Of course each has a special place for me (5 is just spot on), but 2 is my biggest influence here.
There’s two MS-DOS games that has definitely influenced the driving side of Mugsters, firstly Death Rally by Remedy which had such an awesome set of cars and inspiring sorta sinister yet cartoony look on it.
Also Rally-Sport by Jukka Jäkälä, this still has an unique look for a game from 1996 and how the car controls have been made, is still admirable.
I really enjoy games where it doesn’t hurt that you get completely side tracked and can just go crazy, so i’m trying to hold on to the fact that there’s no wrong way to play Mugsters.
Probably the fact that you get easily obsessive about everything you put in the game,
yet fresh eyes could always help when figuring out something.
So the hardest part for me, is when there's no one to brainstorm with.
Twitter and things like #screenshotsaturday was fantastic for getting noticed, i feel it kinda
grows into some type of pitch itself, when posting enough stuff about the game.
Had the feeling that the fine folks at Team17 really believed in me and Mugsters,
even while i was still quite insecure about the game.
Now things are going great and Teaming up was a huge confidence boost.
Thanks!
I was happy to be spotted by them, we started talking and things just worked out.
There was insecurities by me, because of a new born in the house and the fact that games have been solely an evening hobby, so i constantly thought that i'm not qualified to be a full time developer.
I'm happy that Team17 has already proven my personal doubts wrong and this feels
exactly the right place for me to be and work on games.
Nice to hear!
It was completely out of curiosity, the pleasure of making something out of nothing is fantastic.
I remember the first tries on getting a cube jumping on platforms and when it worked the first time, the rush it gave was super weirdly pleasing.
My advice is to pick up one of the popular game engines and start doing a super small project, nothing huge so you'll maintain the momentum on learning.
I've found out that making many small games from different genres is fantastic, you'll always learn something new and different and when you're confident enough, all this knowhow from the past smaller projects can basically scale up to a bigger project.
Been trying to keep the controls as basic and simple as can be, by this i'm hoping to achieve that just after playing a moment, you'll be intuitively used to the controls.
The name feels good for some reason and i like how it gives a bit of mystery to the game.
That being said, i'm finding it fun to let the player decide what is Mugsters, is it the aliens inside the game world, or is it the players themselves.
Hoping to tell the story during gameplay, without big cutscenes or voice acting, something
where i have my own version of it in my head, but would love to hear players thoughts on their
version of whats going on.
Only local plans for the co-op currently.
I have some ideas for the game world, but nothing major or game changing. :)
Sauna is the place where all the peaceful thinking happens, so i'm trying to get in once a week.
Easily one of my favourite places to be.
There was this software called Klik & Play, which was something that introduced me and my brother to making own games.
Of course the visions and scopes were "a bit" too grand at that time so it wasn't so easy to get started. I'm glad i found Unity years after!