Ten Questions With… Greg McKnight (Wonderfling)

Ten Questions With… Greg McKnight (Wonderfling)

Facebook
Like KR-17 on Facebook

Twitter 
Follow KR-17 on Twitter

Website
Check out the official
Wonderfling Website

Discussion
Give the developers feedback on the Steam Discussion Page

Purchase
Buy your copy of Terrian Saga: KR-17 on the Steam Store page 

After playing side-scrolling puzzle-platformer, Terrian Saga: KR-17 it was very apparent that the guys from Wonderfling had a passion for the genre. They managed to faithfully capture the essence of classic games such as Commander Keen and Bio Menace while injecting their own ideas into the mix. We were lucky enough to catch up with Greg McKnight to find out more about this talented studio.

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

I’m Greg, the Visionary Director of Wonderfling. That just means I’m kind of bad at everything and need a team to resolve my worth. Matt and Daniel are very talented developers/artists/musicians and we collectively have our fingerprints on every asset in the game. Wonderfling Studios is a group of storytellers from Dallas, Texas who have recently started adventuring into the realm of game development. This exciting medium opens worlds of possibilities and broadens the scope of our creative endeavor.

How did the idea for Terrian Saga: KR-17 come about?

Matt and I started the idea back in 2003 when I downloaded Game Maker and made a game about a little yellow bear jumping around collecting apples. Matt said he could do the art for it, so we started the game. Our influences were Commander Keen and Bio Menace since we weren’t raised on consoles. 10 years later I was at a comfortable spot in life and needed to change things up – decided to do KR-17 again. When Matt joined the team things snowballed and the Terrian Saga was born.

What are the games that influenced you and how?

We pull a huge amount of influence from Commander Keen, Duke Nukem and Bio Menace. The design of the levels reflects the Duke Nukem and Commander Keen style non-linear level design. When I was designing the combat I designed it with Bio Menace in mind. 

What features of Terrian Saga: KR-17 are you the most proud of?

In many games where you have an object that is thrown with an arc they’re usually very inaccurate and nearly useless. I’m the most proud over our grenade throwing system, the faster you run the further it is thrown. I know this may be a very minor mechanic to be proud about, but I spent months perfecting that arc. 

What was the biggest challenge while creating Terrian Saga: KR-17?

When I set out to start this project it was going to be a side hobby, nothing interesting. I contracted a programmer (since I hadn’t messed with programming for 10 years) and gave him a design document with all of the things I saw in the game. He created everything on the list in about 2 days, and then stayed on to help grow the game further. About 2 months later we were about to make the big shift from doing everything on emails to a cloud, the programmer disappeared. It wasn’t very glamorous either, he said, “Sounds good, I’ll write back to you tonight with the cloud address.” and those were the famous last words. We assume he is lost in the Cloud and doesn’t know how to get back to reality. However, it happened to us with 5 more people. The answer to this question is, and I’ve seen many people having a problem with the same thing, the biggest challenge is contracting people that will stick on the team long enough to finish their work. 

What aspect of creating the game was the most fun?

Music. All three of us are musicians above anything else, so this game was a joyride with musical styles. 

Terrian Saga: KR-17 is your first Steam release. How did you find the experience?

I wish I could play this answer up into something exciting, but it really ended up being very smooth and almost exactly what we expected. Checking the reviews coming in and being contacted on Twitter was a blast though. Overall the experience has been pretty awesome, Steam makes things SO simple. 

What are the future plans for Terrian Saga/Wonderfling?

We are starting on the second chapter of the Terrian Saga, Orion. It will cover the story before and after KR-17’s arrival to Valiant and flesh out the story of the Terrian Saga a little more. KR-17 has some new updates still coming that will add new gameplay options so we’re not finished with it yet. Game development is a blast and a wild ride none of us thought we’d ever be on, but Wonderfling will be more than just games. We have plenty of dreams and projects inside and outside the gaming realm we will create given the time.

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

Probably this Game.com thing that I figured was broken when I got it as a kid…until I read reviews and realized it just sucked.

Anything else you would like to add?

Creating this game was our dream, and it’s been way more than we dreamed going in. If a reader sees our story and wants to be a game dev…go do it! Trust the 90’s, actually follow your dreams.

A big thanks to Greg for answering our questions and John from Digital Tribe Games for making it possible. Terrian Saga: KR-17 is available right now on Steamfor a ridiculously low price, so check it out if you like your platformers old-school. If you need more convincing first, check out our review where we gave the game a well deserved 9/10.

Related posts

Ten Questions With… Marco Mantoan (Picaresque Studio)

Ten Questions With... Marco Mantoan (Picaresque Studio)

We were very impressed by the gameplay trailer that Picaresque Studio unveiled for their upcoming title, Nantucket, and clearly we were not the only ones. The game managed to get Greenlit in record time, which means the Steam community is just as eager to get their hands on this Herman Melville influenced title. To find out more about the game we got in touch with Marco Mantoan.

Ten Questions With… Peter Wagner (One Man Band Games)

Ten Questions With... Peter Wagner (One Man Band Games)

One Man Band Games recently released a PC version for Blowy Fish on Steam and we were pleasantly surprised by this simple, yet addictive title. After reaching out to Peter, the solo developer behind the game, he was kind enough to not only answer our questions, but also provide us with some keys to give away to our readers. Check out the widget at the end of the interview for a chance to win your own copy of the game.

Ten Questions With… Dan Stakins (Epic Dragon)

Ten Questions With… Dan Stakins (Epic Dragon)

Creating a MMORPG that is playable on just about any device with a browser and an internet connection is quite a time consuming task, especially by a team of only two people! However, Dan from Epic Dragon graciously took some time to answer our questions about the MMORPG in question, FlameFrost.

Ten Questions With… Maxim Ryadchik (Specialbit Studio)

Ten Questions With... Maxim Ryadchik (Specialbit Studio)

When we checked out The Last Dream: Developer’s Edition we were expecting a typical hidden object game. Instead, we discovered a game that features a nice blend of classic point & click adventuring along with mini-games and fragmented object scenes. Even the story was a pleasant surprise as it focused more on love than supernatural monsters. To find out more about the team behind the game we were lucky enough to catch up with one of the founders of Specialbit Studio.

Ten Questions With… Roel Ezendam (RageSquid)

Ten Questions With... Roel Ezendam (RageSquid)

If navigating tricky obstacle courses at high speed while controlling an overweight action figurine sounds like fun you definitely won't want to miss out on Action Henk. The game was released a while back on Steam Early Access and impressed us with what it has to offer. RageSquid, the team behind the game has just released the first update, and we were fortunate enough to catch up with company co-founder, Roel Ezendam to find out more.

Ten Questions With Kiko & Maribel Martínez Cervera (mc2games)

Ten Questions With Kiko & Maribel Martínez Cervera (mc2games)

Indie studio mc2games has continued to impress us with their series of escape room titles, and their latest release, Between Time, is no exception. Thanks to interesting scenarios, clever puzzles, and a good understanding of what makes escape rooms fun, mc2games titles are some of the best in the genre. To find out more about the studio and what goes into making their games, we got in touch with mc2games for some answers.

Leave a comment

ten + one =