He said he is using VGM Music Maker for the sound, so since he is using the VGM format, I made this quick VGM and showed it to him, and he seemed to like it. However, the story of Infinos Gaiden recycles the story of Infinos 2, and Playism did do the English translation for that.I approached the guy working on the port on Twitter, and asked him if he needed help porting the sound. We didn't use any service like that for this game. Did you use something like this or produce it in house? While many games at Comiket now have both English and Japanese language options, most companies use a service, like Playism, to translate the game. And because none of the game contents need to be in Japanese specifically, having it in English lets people outside of Japan play too. So when the player starts the game and sees the scrolling English text, the purpose is to get them to think, "This is like an arcade game". And English is pretty common in the introduction demo and ending credits, not just for shooting games, but arcade games too. That's because we wanted to make an arcade style game. Given that the majority of people who would buy the game at Comiket cannot read English, this is an interesting choice. The opening credits of Infinos Gaiden is entirely in English – there’s no Japanese. What plans does the circle have for the future?īecause we're still in a trial and error phase, our goal for the time being is simply to continue to make games and release them in the future. Around that lies the strength of doujin games, and even in the future we plan to move forward designing things we thought we'd want to make. I guess I could say that we are shaping our favorite games that we imagine. We don't really have any specific process. How does your circle decide the games it designs? While we have never made a game together yet, we ask each other’s opinion, and when something we're working on is nearing completion the two of us play test the game and make any final adjustments. Up until now, the games we have released have been the Infinos series, the vertical scroller Battle Crust, and the training RPG Disc Creatures. I'm making the shooting games, and my brother is making RPGs. As for the number of members, there's two of us: me and my older brother. This Circle began with the release of Infinos, which was free, in 2013. So, the music in this game has become the element that produces both realism and tension in the game.Ĭan you tell me a little about your circle? For example, how long have you existed, where are you located, how many members, their roles, what games you've made? Because of this, it is necessary to convey the feeling of the story and the world to the players through its graphics and music. I didn't put any letters or demo in the middle of the stages. If this game didn't have background music, for example, I don't think I could release it.Ĭan you tell us anything about the role the BGM plays in this game? Music is one of the compositional pillars of a game. How important do you think music is to games?Īs I said before, a game needs balance between gameplay, graphics, background music, and sound effects. A lot of times developers focus on graphics or gameplay, but a good soundtrack is really essential to the success of a small demo like this one. I’m interested in hearing about the music for the game. Where did you apply these to Infinos Gaiden? A "game" is the collective sum of all of these elements. What I mean by game balance is that none of the elements that comprise a game - the gameplay, graphics, background music, and sound effects - are inferior to the others, or that when gathered together none of them stick out. I think that depends on the person but, for me, overall balance is important. What elements do you think are necessary for a good game? Because it's necessary in the first stages of production to also design non-content aspects of the game, like the game system and opening demo, it takes a bit longer than simply designing stages. How long did it take you to develop the demo of Infinos Gaiden? I think that the latest version will be more finely tuned, but in terms of the overall engine and gameplay it's pretty much complete. The game I played was obviously a demo, so what ideas do you plan to implement for the finished version of the game? I also happen to prefer those style of games myself. In what ways did this game or similar ones, like R-Type, influence Infinos Gaiden? Earlier I mentioned that the game reminds me of Gradius.
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