Ten Questions With… JianYi Tsai (CreAct Games)

Ten Questions With… JianYi Tsai (CreAct Games)

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A while back we checked out Neverinth, an ambitious roguelike that draws inspiration from the “Soulsborne” series. The game is currently in early access, but it is already obvious that CreAct Games, the indie team working on the game, has big plans. We were eager to find out more about Neverinth and thankfully CreAct Games were gracious enough to provide us with some answers.

Can you give our readers a quick introduction of yourself and the studio?

大家好,我是JianYi Tsai, 或者可以直接叫我Alex,團隊的負責人,我喜歡老遊戲以及新技術.我們團隊來自台灣的遊戲業界以及動畫業界,希望能做出人人都喜歡的3D動作遊戲。

另外我要特別介紹我們的遊戲總監RVX以及美術總監Carol,RVX負責了3D隨機關卡為前提的遊戲系統,動作設計以及關卡設計。而Carol則是幫我們生硬的程序生成關卡帶來很棒的視覺氛圍以及包辦大量的社群經營。另外還有我們任勞任怨的程式團隊以及美術團隊,沒大家的努力以及堅持這個遊戲絕對不會出現的

Hello everyone, I am JianYi Tsai, or call me Alex, the leader of the team, I like retro games and new technologies. Our team comes from the game industry in Taiwan and the animation industry, hoping to make 3D actions that everyone likes.

I would also like to introduce our game director RVX and art director Carol. RVX is responsible for the game system, motion design and level design based on the 3D random dungeon. Carol is a great visual artist leader, she boost the appearance of the 3D random dungeon and take care of our community. In addition, we have a hard-working team and an art team. Without everybody’s efforts and dedication, this game would never have happened.

How did the idea for Neverinth come about?

我們喜歡動作遊戲,比如Falcom的YS系列,Sega黃金時代的SpikeOut, Konami的惡魔城系列,到

Capcom的Monster Hunter系列以及From Software的Soul系列等,都有廣泛的涉獵.

在檢討這些動作遊戲興衰的原因時,發現”動作的耐玩性”會是接下來發展的關鍵.唯有耐玩,

才能持續擴張內容,才能跟Streamer互動,因此決定以本格動作+Roguelike的方式來試圖打造

讓玩家反覆遊玩的環境.

目標就是希望做出讓人想反覆遊玩的3D動作遊戲,並且像連續劇一樣參考玩家的意見逐步放進各種玩法,打造出能容納各種動作玩法的”戰鬥神殿”

We like action games, from Falcom’s YS series, Sega Golden Age’s SpikeOut, Konami’s Castlevania series, to Capcom’s Monster Hunter series and From Software’s Soul series are widely used. In reviewing the reasons for the rise and fall of these action games, it is found that the “replayability of the action” will be the key to the next development. Only replayability. In order to continue to expand the content, in order to interact with Streamer, I decided to try to create in the way of the action + Roguelike.

Let the player play the environment repeatedly. The goal is to make 3D action games that people want to play and replay, and like the series, refer to the player’s opinions and gradually put them into various gameplays to create a “battle temple” that can accommodate various action games.

What has been the biggest challenge so far while creating something as ambitious as Neverinth?

延續剛才”動作遊戲耐玩性”的前提,要把3D 本格Action Game與Roguelike成功結合,需要一個
根據3D Act打造的暫時成長系統與永久成長系統.暫時成長讓玩家在每一回合中享受快速變
強的快感,以恩惠系統為中心與技能成長,各種武器裝備結合,玩家可以享受動作玩法隨機組
合帶來的各種流派樂趣;另外在永久成長這塊發明了”圖騰系統”,玩家角色死亡後可以帶回怪
物的結晶,將這些結晶安裝到圖騰,就可以強化角色開局時的基本能力,玩家可以根據需求自
由打造自己的圖騰,以支援共種流派玩法.
另外我們也花了非常大的精力在3D隨機迷宮,以往的Roguelike都是2D,我們運用各種方法技
術打造一個既能隨機生成3D立體迷宮,且在美術表現上有不錯的表現的技術方案.並會努力
提升其玩法以及美感.
當團隊有人提議以北歐神話為背景時,我就想做一個以”英靈殿”為主題的遊戲,在人類歷史中,只有”英靈殿”是以戰鬥為目的而打造的宮殿.所有在裡面的戰士可以盡情磨練戰鬥技巧,就算不幸戰死也可重生.然而歷史上對於” 英靈殿”的敘述不多,因此才將之與北歐神話另一個重要符號生命之樹的九大界結合,試圖打造一個不斷變異的”迷宮宮殿”
然而要達成這個目的,以我們不到10人的團隊可說是幾乎不可能的任務,希望透過EA這個機制能讓我們把東西慢慢做出來

Continuing the premise of “action game playability”, the successful combination of 3D native Action Game and Roguelike requires a temporary growth system and permanent growth system based on 3D Act. Temporary growth allows players to enjoy rapid changes in each round. Strong pleasure, with the grace system as the center and skill growth, combined with various weapons and equipment, players can enjoy the random set of action play.

The various genre pleasures brought together; in addition, in the permanent growth of this invention, the “totem system”, after the player character dies, can bring back the crystallization of the monster, and install these crystals into the totem, which can strengthen the basic ability of the character at the start of the game. You can freely build your own totems according to your needs to support the genre gameplay.

In addition, we also spent a lot of energy on the 3D random maze. In the past, Roguelike was 2D. We used various methods to create a technical solution that can randomly generate a 3D maze and have a good performance in fine art performance. Will work hard to improve their gameplay and beauty.

When the team proposed to use the Nordic mythology as the background, I wanted to make a game with the theme of “Valhalla”. In the history of mankind, only the “Valhalla” is a palace built for the purpose of fighting. All in it. Warriors can hone their fighting skills. Even if they die, they can be reborn. However, there are not many description about the “Valhalla” in history, so we combine it with the nine world of the Nordic mythology, another important symbol of the Yggdrasil. Create a constantly changing “maze palace”

However, to achieve this goal, it is almost impossible for us to have a team of less than 10 people. I hope that through the mechanism of EA, we can make things slowly.

What is your favorite aspect of the game and why?

與遊戲性結合的空間設計
我一直是薩爾達以及銀河惡魔城的信徒,然而工作上一直在作動作遊戲為主的項目.直到接觸了黑暗靈魂一代,發現了兩者結合的靈感.傳統動作遊戲注重連招的快感,而黑暗靈魂的戰鬥與關卡地形結合,能在保留戰鬥的前提下大幅擴展戰鬥以外的冒險元素。而這種空間設計再進一步模塊化的話就能產生大量隨機但有趣的關卡。最終我希望研究出隨機產生黑暗靈魂級別關卡的技術,這是我的目標。
而RVX專注於動作遊戲的感受以及玩法,他把大量玩法拆散為樂高般的零件,讓玩家能組合出各種不同玩法。

Space design combined with gameplay.
I have always been a crazy fan of Zelda and the Metroidvania genre, but I have been working on action-oriented projects until I came into contact with the dark soul generation and found the inspiration of the combination of the two. The traditional action game focuses on the thrill of the trick. The battle of the Dark Soul combined with the level of the terrain, can greatly expand the adventure elements beyond the battle while retaining the battle. This spatial design can be further modularized to produce a large number of random but interesting levels. In the end, I hope to develop techniques that randomly generate dark soul level levels. This is my goal.
While RVX focuses on the feel and gameplay of action games, he breaks up a lot of gameplay into Lego-like parts, allowing players to combine different gameplays.

Please tell us more about the unique designs that were chosen for the characters in this game.

每個女主角都是來自各個時空的歷史人物
遭遇了凡人無法承受的挑戰卻展現驚人的意志克服了
這也是她們被英靈殿招喚的原因
然而這又是另一串苦難的開始,她們必須通過試煉才能獲得女武神的資格
在我們完成玩法到一定程度時,我們會開始製作敘事部分,讓玩家們知道這些女主角的過去以及試煉的真相

Each heroine is a historical figure from all time and space.
Encountering the challenge that mortals can’t bear, but their strong will overcame.
This is why they were Summoned to Valhalla.
However, this is another beginning of suffering. They must pass the trial to obtain the qualification of Valkyrie.
When we finish the game to a certain extent, we will start to make the narrative part, let the players know the past of these heroines and the truth of the trial.

What is it that sets Neverint apart from other titles in the genre?

Neverinth是少數結合3DAct以及Roguelike的遊戲,為了程序生成技術與遊戲樂趣的平衡,我們是用3DTile的方式來製作房間,這樣做會給美術帶來很大限制,但結合與地形密切結合的敵人設計,我們可以更容易製作大量有趣的房間。另外關於英靈殿與九大界結合的各區域以及來自各時空的女武神候補者也是遊戲的特色。

Neverinth is one of the few games that combines 3DAct and Roguelike. In order to balance the game generation technology with the fun of the game, we use 3DTile to make the room. This will bring great restrictions to the art, but combined with the enemy design that is closely combined with the terrain. We can make a lot of interesting rooms easier. In addition, the various areas of the Hall of the Spirit and the nine major circles, as well as the female martial arts candidates from all time and space are also features of the game.

What has your experience with Steam Early Access been like so far?

坦白說還沒辦法填飽肚子,
但是大家的反饋讓我們努力製作下去
希望大家能支持我們,有機會能把遊戲做完

Frankly, there is no way to fill your stomach.
But everyone’s feedback makes us work hard to make it
I hope everyone can support us and have the opportunity to finish the game.

What are the future plans for Neverinth / CreAct Games?

首先我們會根據大家的反饋優化體驗
當然我們會努力增加內容
新的關卡,新Boss,新道具,武器裝備等等
無論是遊戲的精緻度還是豐富度會越來越好
敬請期待!

First, we will optimize the experience based on your feedback.
Of course we will work hard to add content
New levels, new Boss, new props, weaponry, etc.
Whether the game’s exquisiteness or richness will get better and better
Stay tuned!

What is the most unusual thing on your desk right now?

我都會放一些老遊戲相關的書籍或周邊讓我工作之餘能懷舊一下
比方說寶可夢之父田尻智在業餘時代製作的同人誌Game Freak或是古老的遊戲攻略本”All about Namco”之類
小時候家裡是禁止玩遊戲的,因此看攻略本的習慣就留到現在

I will put some retro game-related books on my table to make me feel nostalgic when I work.
For example, the legendary Tajiri Satoshi’s doujinshi magazine “Game Freak” made in his amateur era, or the old game guide “All about Namco”
When I was young, it was forbidden to play games at home, so the habit of reading the guides was left to the present.

Anything else you would like to add?

沒有了謝謝!

I think that’s all, thanks!

We want to thank everyone at CreAct Games for this opportunity to find out more about Neverinth and how much hard work the small, but dedicated team is putting into it. Check out our Early Access Preview for Neverinth and head over to Steam to purchase a copy if you haven’t already.

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2 Comments

  1. SilvaRi July 31, 2019
    Reply

    感谢您提供原始单词。

  2. K8sixDtwo August 1, 2019
    Reply

    I had no idea this was being made by such a small team. Very, very impressive work I would say.

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