Interview with Rob Scott of Unseen Studios - Developer of Monimals
Interview with Rob Scott of Unseen Studios - Developer of Monimals: Part 1
- Tell us about yourself and your company. How long have you been in developing games, and how long have you been working on Monimals?
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My name is Rob Scott, I am from Nottingham, UK. I have been developing and programming games seriously for 2 years now. Before this time I was actually heavily in to the art side of game development. Getting a job as a website designer soon changed all that however as the focus became programming orientated. Since then I have been programming games both for myself and as a freelance programmer.
Monimals development began in Feb of this year using the Cocos2d Framework.
- Tell us about Monimals! Where did the idea come from? When did you truly know you could pull this type of game off?
The idea for Monimals began as a prototype for a small scale RPG type game I was working on. In the prototype the player would have a certain amount of 'life points' which they would use up by completing actions on the map (such as moving, fighting, questing). One area where this prototype was lacking was in the battle scenes, I wanted to make battles more interactive, it was also kind of boring playing the same character over and over again, with the same moves. This is where the battle system started evolving into the Monimals you see today.
The development then kind of snowballed from there. The changes made to the battle system then meant we needed to change how the whole map system worked. Which then meant we needed a story to drive the player through the world. We also needed to keep the world and battles interesting so that is where the list of Monimals came from.
I knew that from a programming perspective that I could pull Monimals off. However I knew that if this was going to work and not take a lifetime to produce then I needed help in the art areas. I managed to find a good partner to work on the project with almost instantly and he has crafted, what I feel is a very unique art style for this type of game.
- What pricing model are you looking to utilize with Monimals?
I have not yet decided on a final price but I can assure everyone that Monimals will not be a freemium game. The released version will be a fully featured game, all the Monimals will be attainable and all areas explorable for the initial entry fee. We will also be making a number of other areas accessible in free updates.
Depending on the success of the game we will also be working on a number of new regions which may advance the story or be a new story in our universe. These new regions will be paid updates as they would represent a lot of time and money investment from everyone involved.
- I see a lot of people asking questions in the Monimals thread, but lets put a few out there for people to read. How many Monimals are there? Do they evolve? Is there an overworld to explore?
Version 1 will contain 110 Monimals, as mentioned previously all the Monimals will be attainable by the player. That is not to say we will be giving them out like candy, we expect that taming and levelling all 110 Monimals will take a significant amount of time, but none of them will be blocked off.
Most Monimals evolve, some have 2 stages and some have 3 stages. Each Monimal that can evolve follows a set evolution path.
There is an Overworld to explore, this was one of the main goals of Monimals, we want the player to explore and feel a part of the world. We have a number of diverse locations to explore and a number of collectables along the way to find too that will enhance the lore.
- Will there be quest and a storyline to follow?
There will be a main storyline to follow, this will be the driving force for players, our writer has crafted a pretty unique story with a few twists and turns along the way. I can't wait for people to play it and actually experience it first hand.
- How long have you been developing Monimals?
I have been working on it almost non stop since Feb 2012. Since then I have gone through many different styles, prototypes and ideas. What you see in Monimals today is finally the idea that stuck. But at one point you could have been playing a card game instead.
This is the end of part 1.
Last edited by Varking; 08-12-2012 at 12:34 PM.