Tripy73 : Hello, Firstly
I would like you to introduce yourself, just to learn more about yourself and
how you became an independent developer.
Francisco Téllez de Meneses : Hello everyone, I'm fran, a Spanish indie developer. Creating videogames has been my hobby since I was 14. I started working in videogames in UbiSoft (a French company) and later in other companies. But working within companies do not let always allow you do what you want, so I finally decided to restart my hobby again work with games from home, with the games that I myself would prefer to work with. Thanks to the success of this game I created as a hobby, I was able to leave my previous company and start working as an individual developer.
Tripy73 : Unepic is
your first video game. Could you tell us more about it including its
development. How long did development take? What steps were taken to create it?
What difficulties have you been encountered?
Francisco Téllez de Meneses : The first step took around 1 year. I did it in my free time and the goal was to show it to my friends. After which, they reported to me the aspects in need of change and I needed another whole year to change everything.
After 2 years, I had a demo available so I created a
site and published the demo. To my surprise it was welcomed by
players, and this encouraged me to finish the game.
4 monts later I was able to complete the game and launch
the first full version. Furthermore, thanks to the feedback from players I was
able to improve it even further adding new functions.
The goal then became to publish it in Steam. However,
after submiting the game, Steam rejected it without feedback or an
explanation. This was very upsetting and before submitting it again, I started
to work hard on improvements such as HD, remake of sound, music, etc.
... This finally led to a great outcome. I inculded
Unepic in GreenLight and after a few months it was chosen by the community.
Tripy73 : Is this GreenLight
system a good opportunity in your opinion?
Yes it is. The alternative was to search for a
publisher that was already in Steam. And a publisher would mean losing my freedom
to do what you want, and I may also lose a part of my income, etc.
Tripy73 : The PC
version of the title has been available since September 2011 and for the last
month on Wii U, what was the reception from the public on these two platforms?
Are you satisfied with sales of the Wii U version?
Francisco Téllez de Meneses : Steam players are very
exigent but grateful at the same time. WiiU players, and especially Miiverse
community have been very satisfied. Everyone is very happy. In fact, there will
soon be new updates with things they have been requesting, such as playing with
D-PAD and having Zoom in TV.
I'm happy with the sales from the WiiU version. I
expected much less due to the low sales that WiiU is currently experiencing.
Tripy73 : Concerning the Wii U version, when did the adaptation of the game begin? Have you met difficulties with the port and integrate Gamepad functions? Has your relationship with Nintendo been good in the past?
Francisco Téllez de Meneses : The porting started on january 2013, after we recieved the agreement by Nintendo. Unlike Steam, Nintendo liked the game and they agreed to it straight away with no special request for change.
Tripy73 : Concerning the Wii U version, when did the adaptation of the game begin? Have you met difficulties with the port and integrate Gamepad functions? Has your relationship with Nintendo been good in the past?
Francisco Téllez de Meneses : The porting started on january 2013, after we recieved the agreement by Nintendo. Unlike Steam, Nintendo liked the game and they agreed to it straight away with no special request for change.
In addition to this, while porting was being done, I
was invited by Nintendo Spain to several acts, so I must say that I was treated
very well by them.
During the porting of the game, there was an
opportunity to ask Nintendo our problems and doubts. We received answers within
24 hours.
My only concern about Nintendo WiiU is maybe they are not
100% compatible in the way of programming and documentation. I too accommodate
Microsoft's software.
Tripy73 : It is true that it is the point which often reoccurs, that they seem not very efficient in explaining how to make best use their hardware.
Tripy73 : It is true that it is the point which often reoccurs, that they seem not very efficient in explaining how to make best use their hardware.
Francisco Téllez de Meneses : Yes. Well, I do the same with my games: I want to see
results fast and I don't tend to document a lot of it. IN fact, in the new
editor for architects, the way of working is not 100% usuer friendly, so I created a user guide for
them.
The porting was specially complicated because I used a
custom engine which I created, so I had to port not only the game but also the
whole engine. For this part I had the help of a friend I know who did the
porting of the engine while I ported the game itself (interface, use of
gamePad, etc).
Nowadays, using Unity, you just need to click a button
and voilà, porting done. Months of effort avoided.
Tripy73 : Why are the contents of this version is so different than the PC version (No craftingt, no coop mode, etc…)?
What changes you have brought to the game?
Francisco Téllez de Meneses : The 2 big differences between the PC version and WiiU version are :
1.- In WiiU, the age rating is for Teens. So any swear
and references to drugs and sex have been removed.
This was a personal choice to avoid problems and to have
parents allow their children to play the game (as WiiU is a familiar console).
Nintendo did not ask for it.
2.- There is no multiplayer with WiiU because this
feature is not finished yet. Also multuplayer needs a strong update system and
this is not possible with consoles. IN Steam I can make a change in 2 minutes
while in consoles I need weeks to do it.
Tripy73 : The dialogues
contain a lot of humor and the geek’s easter eggs from the title, are clearly
good points, could you tell us more of this?
Francisco Téllez de Meneses : Of course. Dialogs and humor has been one of the most criticized parts. Humor is something very subjective and it can be liked or disliked. Some reviewers complained about the "teen humor". Polite magazines said "I personally don't like the humor" while more harsh magazines said "the humor is horrible".
The first idea when creating Unepic was to do a game
for friends, so I did not think about the global public and I used the jokes we
used to do when we were younger.
So all humor
and dialogues are very personal. In fact, the first story for the game was an
epic one, but when my friends saw the game after the first year they told me
the story was the same than Zelda... so I had to change everything from
scratch, which led me to make it the way it is now.
The funny
thing is that, while magazines criticizes the humor, all coments in Miiverse are the contrary: they love
it, specially the references.
Tripy73 : In any case, I myself like dialogues and objectives of
quests. For example - where it is necessary to place leeches on a very specific
part of the body of an ogre, during its sleep.
Tripy73 : Finally I would like to know your future projects. Any ideas for new games? If yes, on which platforms do you think they will be? Is the Wii U one that you may be considering?
Tripy73 : Finally I would like to know your future projects. Any ideas for new games? If yes, on which platforms do you think they will be? Is the Wii U
Francisco Téllez de Meneses : At present I am
finishing the multiplayer of Unepic and also making a special version of this
one.
Blizzard did
Warcraft and then created Starcraft... well I want to do the same: create a
futuristic version more oriented to shooting rather than hitting with melee. This
time graphics will be better.
The
futuristic version of Unepic, as it will share the same engine, will be
available for the same platforms as Unepic, including PC, WiiU, Linux, Mac and,
if Unepic is ported to other platforms, then they will also be included.
I also have a
completely different project - very experimental, where I will do a crowdfunding
with kickstarter (to see if people like it and have the money to do it).
I still can't
tell anyting about the subject because I'm still documenting and interviewing
with people of the sector, but France is one of the top countries in the
subject of the game-experiment.
I expect to
create the crowdfunding January 2015, in a year.
Tripy73 : Concerning the experimental game, in which genre would you classify it?
For example... action, adventure etc. or a mixture of different genres?
Francisco Téllez de Meneses : The game that is more similar is GTA, so a mixture between action and driving, with a deep background.
Maybe after
finishing the documentation part I could find out that it can't be done, so
it's still too soon.
There are no
ideas for platforms yet. It all depends on the engine used to create the game
and the interface used.
Tripy73 : Thank you infinitely to have taken time to answer out questios. We hope to have more informations soon, concerning your future projects.
Tripy73 : Thank you infinitely to have taken time to answer out questios. We hope to have more informations soon, concerning your future projects.
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