It's written in Swedish, so it would have to be translated first. We really want to make it available at some point, but we're not sure how. Will this short story script become available at any stage for those wanting to read it? But some key elements and the general framework were still intact. We started to rework it to fit the game medium, and the result was quite different from the original story. We almost jokingly started to talk about making a game out of it, and, in the end, that's just what we did. I thought it was a great, odd, and fascinating script, and it had a very game-like structure. Simon Flesser: My friend Jonas Tarestad had written this short story script called Årsgång that he sent me to read. Pocket Gamer: How did the idea for Year Walk begin? Where does all the folklore stem from and how did it become part of the game? Here are the fruits of my interviewing labour. I had the opportunity recently to chat to Flesser about Year Walk's development, being a boutique developer on the App Store, and that all-important music. It's a game we called "ingenious, imaginative, and intriguing" in our review, and we promptly placed it alongside exalted company like The Room and Superbrothers: Sword & Sworcery. His latest project, developed along with Magnus "Gordon" Gardebäck, is the eery and atmospheric vision quest Year Walk. Simon Flesser is one half of Simogo, the Swedish studio responsible for Beat Sneak Bandit and Bumpy Road, and one of the most exciting indie developers on iOS.
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