We recently came across a game titled ‘Roof Rage’ that was launched on 9th June, 2018 on Steam platform and got in touch with the developer of this interesting game. Here is our interview with the developer of Roof Rage game where they talk about this game along with some interesting aspects of game development:
1. Tell us a bit about your game Roof Rage and what was it that inspired you to make this game?
The idea behind RR was to create a fighting game that is actually fun to watch, with a good freedom of movements, interactions with the environment, a bit like those stick fight animations but without the stick figure.
I got inspired by kung fu movies, John Woo, Bruce lee movies… and also some modern Korean movie like Old Boy.
One of our character is Leon from the movie The Professionnal. For the game to be actually playable, I had to take elements from the platform fighter genre, such as increasing knockback, falling off stage and other mechanics.
2. Naming a game is almost always one of the most difficult tasks since that’s what people identify it with. Was this name the first choice for the name? If not then what were some other options you were looking at?
3. What sort of thought process went behind the artwork of this game?
Pixel art was an obvious choice because I love creating sprites. The size of the character though is a design decision that came early. Because of the amount of work (400+ sprites per character) having a tiny character would reduce the amount of work dramatically.
4. What was the major challenge in developing this game?
The major challenge was definetely the netcode, making the game multiplayer online is not an easy task. I won’t enter into details but it took me a lot of time.
5. Any in-game secrets that could be easter eggs for players to discover?
There are some hidden moves for some characters, but also some hidden mechanics that are yet to be discovered.
6. Why do you consider Steam as a platform for your game and is there any other platform you look forward to get your game onto?
Steam EA is a great opportunity to keep working on the game before the official release and consoles release (we plan to release on Switch this year and maybe other consoles later) With Early Access, I can have a community of players testing things, giving feedbacks, for a fighting game it is really important in my opinion.
7. How much time did it take to get this game developed and what can players expect in updates for this game?
I worked on this game almost 2 years and a half. Our plan is to add :
– New game modes including online ranked match
– New characters
– New stages
– A potential story mode
8. What are your future plans as a game developer?
I don’t know, depending on the success of the game, I might continue working independantly or getting a job… I hope not.
9. How long have you been developing games and what is the most enjoyable aspect of game development according to you?
I’ve been making games for over 10 years, small games, this is my first try at a PC game with a larger scale. The best part about making game is the freedom of creativity, it’s entirely up to you what the game will be in the end. Isn’t that awesome!
10. Have you developed the game solo or you have a team working with you?
I worked on the game myself except for the music, @pentadrangle joined the team and created the awesome OST. Working on many aspects of game development is also really enjoyable simply because you can switch between programmation, animation, design… whenever you feel like.
11. What are your personal favorite games?
I love Street Fighter Third Strike, Chrono Trigger, FF6, Hotline Miami, Samurai Gunn, and I played a lot of Quake Live.
12. Any message for our readers?