Interview with Keith Burgun Lead Designer of 100 Rogues
I had an amazing opportunity to talk to Keith Burgun, Leader Designer at DinoFarm Games and the upcoming game, 100 Rogues. Expect to see the game early to mid April.
How long has "100 Rogues" been in development?
Initial planning for the game started in December 2008, and we began actual development in 2009.
What made you decide to go with 2D instead 3D?
The gameplay is 2D, so there was no need for 3D art. In general the lead artist and myself both feel that 2D art, in general, looks better than 3D art. It's much closer to the hand of the artist, he controls everything, the way the cape flows, where the shadows appear, everything. In 3D, you have a lot less control over exactly how your character looks. If you don't buy this argument, call it a personal preference. We just like 2D art, and I'll never do a game with 3D art unless the gameplay demands it (like an FPS, for example).
What makes your game different compared to other Dungeon Crawlers on the iPhone?
Well, for one thing, we aren't a port. We're built from the ground up for the iPhone. Also, we have fully animated pixel art. And huge, puzzle-like bosses. But probably the biggest thing that makes us stand out is our turn based, tactical combat, where you're fighting against large mobs of monsters and you have to use special class-based abilities to deal with them.
What are the possibilities 100 Rogues being on the iPad?
It's a possibility. We haven't really discussed it yet. It isn't the highest priority in the world just yet - if there is demand though, I'm sure we'll be there.
What (if any) DLCs can we expect to see in the coming future?
Tons! Two new playable classes each with 8 of their own unique abilities: The Skellyman Scoundrel and Dinoman Bruiser. Also two new worlds: High Seas, and Hell. An item shop is coming soon, as well as a special endless world called The Moon, and a combat-puzzle mode called Challenge Mode! And much more - just wait 'till you see!
Do you have any suggestions for new developers?
Don't bother making a game if it's just a copy of some other game that already exists. Don't bother making ANYTHING if it already exists. Reskinning an existing game is a waste of time. Also, don't be afraid to try something new. Don't be afraid that people won't like your idea; what's important is that *you* like your idea. If you don't love what you're working on, how can you expect anyone else to? The main advice I have is just this: don't do it for the wrong reasons. Do it because you love it. Enjoy game developing!
