Someone had asked to do a small interview with me on my Twitter DM. I’ll be posting the Q and A here:
Q. What were the inspirations for the upcoming Sol game?
A. I’m not really sure. I had just been coming out of the Night Springs, horror and thriller idea. I can say that it’s nothing like that. It will have a dark corridor or two, some flickering lights here and there, but mainly dirty, garbage filled back streets of a huge steampunk inspired city. I can say that it won’t be much like A-Box, as it will feature combat, still cutscenes, and custom dialogue boxes.
Q. How long will it take to finish this, in estimate?
A. I’ve estimated before it’ll be about late 2021, mid 2022 before it’s pretty close to being done. My schedule is packed of late, with a ton of school work, work in general, and a bunch of life stuff. It may take longer.
Q. Is this a game that will be “artsy”, or all about gameplay?
A. I’m aiming for both. The past two Plymouth games have been pretty stale on gameplay. A Boy in Armor was literally just clicking and walking. A-Box had some nice puzzle and platforming segments, though. But it needed more. We’re hoping to accomplish more here, this is our most ambitious title yet.
Q. What is the story about?
A. I can’t tell you. It’s not a straight forward story [I have finished writing it], and I want people to see it in their own ways, their own understanding on what it all means. You’ll see. I’ll say, though, it’ll be more structured out in dialogue than A-Box was.
Q. How long are you hoping to make the game?
A. This depends. It’s possible I could be getting and Indie account to enlarge the game by a large portion, and hence can add more replayability features. But base game, with no replayability and no Indie account - 30 minutes tops.
Q. Are you making all of the art yourself?
A. Yep. All of it. Every animation, sprites, etc. Will be done by me. I’ve got help here at Plymouth, that’s why I refer to myself as “we”, so I’m not leaving out anyone’s hard work. But they’re more in the tech side. I still program, but more base things. The stuff that needs to happen. I stick to the art, the writing, the game direction, art direction, the world, etc. All of the creative stuff I like.
Q. Are A-Box and Sol in the same universe?
A. Haven’t thought about it yet, but it’s possible.
Q. What’s your role in “The Facility”?
A. I’ve mentioned in the forums before about this as well, but I’m acting as World Designer. Seeing how this world works, how it flows, and how people will see it. It has to feel real. The current devs are doing very well with it already though, glad to be working with them.
Q. Is A Little Evil considered a Plymouth Entertainment game?
A. A Little Evil, my first game… No, it’s not. Even so, I’m not getting rid of it. It just shows how far I had gone since then. Since then, I got much praise for A Boy in Armor, and got A-Box featured. A Little Evil was the foundation of Plymouth, but isn’t part of it. Funny how the foundation was a Doctor Who game.
Q. What are your plans after Sol?
A. I don’t know. Sol is all I see on Flowlab right now. I’ll probably find something else to do after, but Sol is already taking a lot of time, so we’ll just have to wait and see.
He was testing on interviews with small game devs, and possibly putting one on his site. If this gets featured, I agreed to share the link:)