Interview With Turbo Chimp Games
We recently came across a game titled Mercury Blue: Mini-Episode that was launched on 29th June 2018 on the Steam platform and got in touch with the developer of this interesting game.
Interview With Mercury Blue: Mini Episode Steam Game Developer
Here is our interview with the developer of Mercury Blue: Mini-Episode game where they talk about this game along with some interesting aspects of game development.
1. Tell us a bit about your game and what was it that inspired you to make this game?
I originally wrote “Mercury Blue” as a short story about 10 years ago and decided to team up with another writer and flesh it out into an interactive adventure game. I’ve always been a fan of the old-school point and click games and thought it could translate well to that genre.
2. Naming a game is almost always one of the most difficult tasks since that’s what people identify with. Was this name the first choice for the name? If not then what were some other options you were looking at?
The story came first, then the name. I named the ship the “Mercury Blue” in the original short story. Then, when trying to come up with a name for the story/game I thought it made sense to use the same name for the game, so we went with it.
3. What sort of thought process went behind the artwork of this game?
I love the earlier 3D games on the old N64 and (later) Playstation consoles and whenever I see a low-poly 3D game nowadays it always takes me back to that era. I think a lot of gamers out there feel the same way so we thought to give the game a nostalgic ‘flavor’ might be something players could get into.
4. What was the major challenge in developing this game?
Given the small size of our team (and budget), some of us have to wear a few different hats. The original writer came from a traditional screenplay background and had limited experience writing for games, whereas I have come from a more technical background and had to get involved with aspects of writing/dialog. On top of that, having to deal with the marketing aspects of the game, cash flow, etc. – it can be a bit of a juggling act at times. I’m sure there are plenty of other teams out there facing the same challenges though!
5. Any in-game secrets that could be easter eggs for players to discover?
The mini-episode we have just released for free on steam has plenty of tasty tidbits for players to find. They aren’t eater eggs per se, but they are designed to give the player an insight into a bigger world and can only be found by exploring the surroundings.
6. Why do you consider Steam as a platform for your game and is there any other platform you look forward to getting your game onto?
Steam is a great platform, not only because of its massive user base but the API, tools, and analytics it provides to developers (and users) allows us to focus more of our attention on making a solid product. You still need to hustle on the marketing side of things – but it gives you a leg up!
7. How much time did it take to get this game developed and what can players expect in updates for this game?
The mini-episode we’ve just released took about a year to complete. We put a lot of work into the characters, script, voice acting, etc. Now we’ve established a solid foundation (and know where we want to take the characters, story, and gameplay), we’re planning on releasing five full-length episodes – one roughly every 6-12 months.
8. What are your future plans as a game developer?
We want to put all our effort into making Mercury Blue as great a game/series as we can. And (if enough players become fans) we’re excited and looking forward to following through on the complete series. The next few years are going to be a blast!
9. How long have you been developing games and what is the most enjoyable aspect of game development according to you?
As a team, this is our first project together. I’ve had 15 years’ experience as a graphics software developer, the last 6 of which have specifically involved game design and development. The other creatives are also very experienced and have been involved in creative media for some time now. The most exciting aspect of game development (for me) involves design; world creation and experimenting with new ideas as far as gameplay goes. This is the first story-driven adventure we’ve worked on and we’re all super excited about it!
10. Have you developed the game solo or you have a team working with you?
Mercury Blue is a team effort. To put together a narrative-driven 3D game such as this requires proficiency across multiple skill sets. That said – we are a small team and generally have to wear multiple hats (to some degree).
11. What are your personal favorite games?
Mmm… some of my personal favorites would have to include (and you’ll notice I’m a bit nostalgic here):
– Journey (PS4, thatgamecompany)
– Space Quest Series (Sierra)
– Inside (Playdead)
– Ankh, Jack Keane (Deck 13)
– Legend of Zelda: Ocarina of Time, Wind Waker (Nintendo)
– Maximo (Capcom)
12. Any message for our readers?
We’ve just released the free-to-play mini-episode on Steam and already getting some nice reviews!
People can download it either from Steam here:
alternatively, itch.io here: https://turbochimp.itch.io/mercury-blue.
The demo contains around 30-60 minutes of gameplay and is designed to introduce players to the world of Mercury Blue and its characters – essentially giving a “taster” of things to come!
The team is working hard on the first full game so stay tuned for episode one within the next six months or so! If you’d like to keep up to date with the latest news and screenshots then check us out on Twitter, Instagram, Facebook, or the main Mercury Blue website for more downloadable goodies and info!