Some of its screens are just pieces of art. Nice 2d, pixel visuals with a lot of details and various locations. Yet, puzzles could be more imaginative and challenging, while the story could avoid some over the top parts and a few cliche moments. Gorgeous visuals, nice music, awesome voice acting, well written dialogues, inspiring humor and some clever gameplay mechanics complete a solid experience. Eventually, you will have enough experience that will help you grow and make a good game.Īnd that's the interview done, thank you Dave Gilbert for taking the time to talk to us at Cola Powered Gamer, and what a pleasure it was.Posted: 6 September "Unavowed" is a classic style point and click adventure that manages with its great storytelling to immerse you into its fantastic, noir, eerie world full of unique characters, creatures and deep lore. Game jams are an excellent way to connect with other devs and see the way that other people deal with design and obstacles. I would say start small and learn from others. I hate this question, as I'm not really the advice guy (□). And Lastly what is your advice for new, and up and coming developers? Also, this time it's going to be in HD resolution, 1920x1080. Unavowed is coming to Nintendo Switch, which I'm very excited about, and also, I'm currently working on a new game "Old skies" involving time travel, that hopefully won't take too long to develop. Abe Goldfarb naturally, voices one of the main characters (□). It's being developed by the same guys that made Primordia. It's about a man, being stuck in a perpetual nightmare carnival. I think I sent the players, to Roosevelt Island for no particular reason other than the fact that I love going there.Ĭurrently, we're finishing helping out with Strangeland, which is coming soon, this year. There are parts of the city that I like, such as Central Park, or Roosevelt Island. The biggest landmark in our games was the Wall Street Bull in Unavowed, but not focusing on landmarks so much, it made the city more lively and unique. Obviously, I love NYC as I live and work in it, but as you might have noticed there aren't that many historical landmarks in the games. Are all of your games going to be set in NYC, or are you gonna change the scenery eventually? I would love to do a sequel to Unavowed, just as soon as the story is ready. I would love to do a sequel, but right now I'm so burned out. In your last game Unavowed, you left a possibility for a sequel. While I do design puzzles, for the most part, I want to focus on telling a good story. I'm not that good at designing puzzles to be honest, which why some people say that my games are a bit easy. Is it hard coming up with a puzzle, that is both challenging and has a meaning in the overall story? You don't use moon logic in your games, and your puzzles are usually more realistic. But, if it reminds them of old games, then that's great. I'm not looking to emulate or recreate a game from a different era, and not pigeonhole myself, by tying myself to old games. One thing you need to know is, that I don't want to make a LucasArts or a Sierra game, but just make my own game. I think that a lot of comparisons come from the graphics and the style of gameplay. What was your biggest inspiration when it comes to developing games? People usually compare your video games, to those from LucasArts, Sierra, Infocom, etc. I'm thankful that people love my games and play them, but that's just too much praise. You have been credited as the man who reignited the adventure game genre and brought back the adventure games that we needed. It just wasn't fun, and we decided to get back to AGS since we already had experience with the software. I can't remember who it was, maybe it was me, and I asked him "are you having fun?". Ben and I after Unavowed wanted to make a game in Unity, and we just couldn't get into it. Technobabylon, was the first game that was considered to be made in Unity, as James Dearden previously worked on Unity. Several rumors are going around that you're switching to Unity? Are you switching to Unity? It's best to keep Blackwell Legacy the game that I made in 2006, and it is what it is. I was thinking of revisiting Blackwell Legacy, and doing it again and improving things, but every time something would change. All of your games were developed using AGS. It came to us at just the right time and helped put us on the map. Both my wife and I played it and were amazed that this young developer, created such an amazing game. I remember when we published Gemini Rue, back in 2011, Joshua approached us with the basically finished game. I started helping others, giving them advice and direction, but eventually, I start to think, what about my games and then want to develop new games (□). Is it harder to develop or to publish games?
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