Saturday Update Bonanza Part II: DYKG & AMA FTW OMG BBQ
We promised a surprise in Part I and here it is - Did You Know Gaming (DYKG), a site that posts video game trivia, has just posted a new video. This latest vid covers the tech under the hood of the SNES and was produced and narrated by Prismatic's own Mario! Check it out!
For many of us, the SNES was our first console, and so it holds a dear spot in our heart. We at Prismatic love what DYKG does and we can’t recommend the site enough. Give it a look if you have time and be sure to subscribe to the Youtube channel. Trivia junkies be warned - there’s a ton of great video game facts that’ll have you engrossed for hours!
On to the Reddit AMA! A hearty thanks to all those who joined us in the discussion - we hope you had as much fun as we did.
You can download the art done during the AMA from our Facebook page:
And if you missed it, here’s a recap of the bigger talking points (edited for brevity and format):
What games or game creators inspired you to get into the industry?
Mario: Without sounding cliche, it would likely be Miyamoto. Although Rare games of the N64 days were probably my collective favorite. That's why I'm so psyched that we have Grant Kirkhope (composer of Banjo Kazooie) on board for music.
As far as indie development. Jon Blow was a big inspiration. Just in the way that it was the story of one guy who took his game to the top of indie charts.
Chris: I'm a huge fan of Will Wright. I even brought the SimCity (for SNES) instruction manual to school in 4th grade and tried to pass it off as an actual book I could get credit for. It was, like, 50 pages long, so why not?
I am a huge fan of RTS games. I was hoping you could give me some info on what kind of similarities and differences we can expect from the way [Hex Heroes] plays to the way Starcraft plays. I'm particularly interested in the role of the gamepad user since that is likely the person I would play as most.
We've removed the ability for the gamepad player to control their units. The units are now completely player-controller. The gamepad will still manage their units, though, by upgrading their abilities. They might upgrade one player a lot, or construct a building that upgrades the whole team a little. And the buildings they make all do different things.
We haven't revealed much about the buildings yet, but to give you a few examples, we'll have a tower that can attack enemies as they near; an encampment that respawns players at that location instead of at the base; and then various buildings that unlock abilities and upgrade stats.
The gamepad will also see most of the User Interface (UI) that isn't shown on the TV. The TV players will have some visual indication of their health, but only the gamepad will actually be able to see a health bar for each character. This is where the gamepad players needs to be a leader and call out what players should be doing.
I'm not a fan of RTS genre, but I feel this could change with your game! I love different and new ways to play games. That's one of the main reasons I got a Wii U! So about the controls, what will the other players use? Wiimote nunchuck combo? Pro Controller compatible?
If you're not a fan of RTS games, then you will definitely enjoy playing one of the TV players. You can customize your role and create a different experience. If you like button mashing mayhem, you can pick attacking classes and beat up all the enemies. Or if you like the grinding you might find in an RPG or MMO, you can be a worker and gather resources.
We will support all Wii U controllers. We want anyone with a Wii U to be able to play, even if you only have a Wiimote. We will make sure the controls are simple and fun, from the Pro Controller all the way across to the Wiimote.
Will classes be given powers or abilities to use in combat or other situations? Or will actions be simple and left to pressing 1 button?
The classes will have a few different actions in combat. Once we finalize the 8 classes and start full development there are a few mechanics we're going to test out. We want what's going to make the game the most fun and balanced.
1 button attacks usually aren't fun unless there is a timing combo, like you may see in beat 'em ups, so we'll see how that works. We've also tossed the idea around of customizing attacks based on the two classes you selected, a sort of synergy. But so far we're waiting to dig in and test a few different combat scenarios.
Are you worried about $80,000 being too high a goal? Especially for a system like the Wii U?
Honestly, yes. We started the campaign knowing it would be difficult, but we're doing everything we can to draw attention from existing Wii U owners. There's over 400k units in the US alone. If we can get a fraction of those on board, we'll succeed.
That's easier said than done - which is why we brought on Grant Kirkhope and reached out to fellow indie devs for their support. Drawing from Nintendo-centric fanbases will help us gain exposure.
We know this is something that deserves to be made - we know it's something Wii U owners want. They just need to know it's there. That's our biggest challenge, since the demographic of Wii U owners may not really be Kickstarter backers (or even know what Kickstarter is).
We're aware of this, and we've got a few tricks up our sleeve to get the word out through channels we know Wii U owners frequent.
Have you ever been knocked out?
Mario: Not that I recall :P I have whited out a couple times at some concerts as a result of mosh pits. Thankfully, someone picked me up both times before I hit the ground.
That’s all for tonight, Heroes! We’ll be mulling over the great discussion we had at Reddit and unveiling our stretch goals tomorrow. Remember, backers will get to vote on the order of stretch goals - so we’ll be able to really make the game you want. As always, spread the word about Hex Heroes - leave no Wii U owner out of the loop!