30 Great Independent Developers in one month.

Interview with Cowardly Creations

IndieMonth | 382d ago
User blog

Christopher interviews Cowardly Creations Project Director and Programmer, Tadej Kupčič, about some details behind the core mechanics and design decisions of Uncanny Valley, their first endeavor set to release later this year.

CHRISTOPHER: Uncanny Valley utilizes a Consequence System that will encourage players to not look at failures as reasons to just restart but as elements to overcome as they continue playing, designed to reduce death as an outcome while making player actions have an impact on the world.  While an interesting system, how does such a system encourage a player to keep playing rather than restarting?

TADEJ: That problem was quickly solved with two things – with having an interesting pacing and by delaying those consequences for a while.  Some things might not happen right after you fail to do a certain thing, and it will take a while before you are in any real danger, meaning most players won’t be bothered to restart the whole game just because they don’t like where things are going.  I think it's more interesting if you play through it at least once and learn to deal with the consequences. I hope players will agree with me.

CHRISTOPHER: As mentioned, exploration in the game will be a key element.  Players will be tasked with exploring various areas of the facility to find out what is going on.  Why would a player want to keep exploring your game world?

TADEJ: The best encouragement I could think of was having the player invested in the story and by creating an interesting, believable location filled with things to see and do, so they will actually want to explore.

CHRISTOPHER: With an emphasis on exploration comes the need for control, the ability for players to know where they are and where they need to go and to not be hampered by the need to retrace their steps from one area to another.  What steps have you taken to limit the frustration of traveling back and forth in the game?

TADEJ: The whole facility is designed in an intelligent manner where you don't have to go through ten areas to get to the one you want - every special department can be accessed through a main hall or conveniently placed elevators.

CHRISTOPHER: As the player explores the facility, they will find various documents, tapes, and similar items throughout the game world.  What purpose do these things serve in the game?

TADEJ: Most documents, tapes and other interactable things are there so you can learn more about the rich back story. Those are purely optional, I don't want to force players to read or search every corner of the map. But if they do, they might stumble upon hints on how to progress the story, how to access certain parts of the facility and supplies/goodies.

CHRISTOPHER: Other than items for expanding on the story, players will also be able to find and equip other items in the environment.  What type of items will can players expect to find while exploring your world?

TADEJ: The player will be able to find better flashlights or certain weapons and tools to progress through the facility.

CHRISTOPHER: Will there be an inventory system in the game and will there be limited on what Tom can carry at once?

TADEJ: We didn't include an inventory system or a health system in the upcoming demo, but both will be in the final game. There will of course be limits to what you can carry, both in space and weight, which will also affect the movement speed and the possibility of some actions.

CHRISTOPHER: You mention a health system.  What type of health system do you plan to utilize in the game?

TADEJ: The health system is going to be similar to the ones in Metal Gear Solid 3 or Call of Cthulhu, where each part of your body can sustain damage and you must apply the correct medication to it.

An exclusive screenshot from Tadej. It shows off the previously unseen stealth system.

CHRISTOPHER: For such a new Indie studio, you have made a lot of headway in getting your name out there, from getting Greenlit by the Steam Community to the recently announced partnership with Digerati Distribution to help with distributing the game across consoles.  What advice can you give to other Indie studios to find the level of success that you have in getting your game out there and supported?

TADEJ: My advice - just "spam" everyone. Write a good press information email (short, get to the point fast, don't send a wall of text) send it to every blog and website, no matter how small or big it is. Post the game info on every developer and gaming forum you can. Do that after you have something to show, like screenshots or preferably a trailer. It also matters when you do that - try to avoid E3 or other big game events that have tons of announcements and try to contact the press when they don't have a lot to cover. And lastly, just try to create a game you want to play, something you are passionate about, don't do something just because it's popular at the moment and it would sell. If the game you're creating is a good, quality game made with love, it will find success.

Day 12 | Cowardly Creations

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MrxDeath  +   382d ago
" believable location filled with things to see and do, so they will actually want to explore. "

Now this is awesome ... love the art style
oasdada  +   382d ago
Remindes me of lone survivor
LightDiego  +   382d ago
True, and i loved Lone Survivor, great narrative and soundtrack.
Derekvinyard13  +   382d ago
Spam everyone, good thinking
cowardlycreations  +   382d ago
It actually is. Well, at least it worked for me. A lot of people are afraid to contact the big news sites.
MYDEATH21  +   382d ago
I really like the art style :)
SpeedDemon  +   382d ago
Creative with the 8bit anatomy of privates.
shadowvisa  +   382d ago
mydyingparadiselost  +   382d ago
The consequence system makes me think of The Banner Saga.
Monster_Tard  +   382d ago
Can't have enough horror games.
beepbopadoobop  +   382d ago
This sounds really cool
dictionary  +   382d ago
Pixel penis and pexil uterus ahah
LukeFair  +   382d ago
The design reminds me of Superbrothers: Sword & Sworcery EP
Pachitaku  +   382d ago
sneaking and peeking, what's with all those figures? D:
love tha art so much
XtraTrstrL  +   382d ago
I kinda like the name of the game.
KrazyBomb  +   382d ago
Really interesting sounding game; especially since I think a lot of survival horror games have the issue of actually balancing out death and such; because after a while it gets rather tedious to die over and over again.
BiggCMan  +   382d ago
The health system is interesting, he said it compares to MGS3.
MetalMoe  +   382d ago
I love pixel art games! This one seems to be really lovely!
rambi80  +   382d ago
Lol. i like the marketing strategy. There are limits to spamming though, past a certain point, it becomes destructive.
Fullmetalevolust  +   382d ago
Sounds like it's going to be quite a long game if you have to look at every corner of the map, kinda like Ys memory of Celcetta, although the genres are very different.
Healing a la MGS3 isn't a bad thing at all.
It seems like the game happens mostly indoors...elevators taking you to where you need to be.
I'll check and see if there are any gameplay videos.
ichizon  +   382d ago
I am getting some Beneath a Steel Sky vibes from the visual. It does look somewhat dystopian. I don't think a game in this art style can scare me much, though. It does however look interesting.
Pirinos  +   382d ago
Looks like lone survivor
talkalot80  +   382d ago
Uncanny valley you can't say no modern games are survival horror, what about prenumbra for instance? Although I argree a lot of them have turned action'ey. Looking forward to this game though!
lazyboyblue  +   382d ago
Got a lone survivor vibe going on and I like the damage system.
Looks very good indeed.
Virtua_Awesome  +   382d ago
Cool! MGS3-like health system. It's awesome in games to actually have to deal with your injuries; that really adds a lot of realism to the game. Also, I really like how they will delay the consequences of your actions to prevent restarts, that seems like a good solution to that issue.
grashopper  +   382d ago
Always bugged me in the resident evil games just chomping on some herbs stops you from turning zombie. I Like it when the health system makes sense.
cowardlycreations  +   382d ago
Must've been some strong herbs.
randomass171  +   380d ago
Hey man, herbs are a great medicine.
gobluesamg  +   382d ago
This looks awesome. I love exploring.
MisterAV  +   382d ago
Not bad at all
pyrocloud7  +   382d ago
Glad to see indies continuing to gather so much attention!
KingKelloggTheWH  +   382d ago
" believable location filled with things to see and do, so they will actually want to explore"

I wish AAA games would do that too T_T
yoshiroaka  +   381d ago
Man this sounds great, especially the way different parts of you body can get damaged and not just one covers all healthbar.
longcat  +   381d ago
Like the art style. Its like a grwon up lone survivor lol.
Disagree  +   381d ago
nice health system.
« 1 2 »

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