Our first title, Helltown, is a horror game that features a PS2 aesthetic where you have to discover the mysteries of a little town as its postman. Despite the stark differences between Helltown and Born of Bread in theme and gameplay, developing Helltown provided us with valuable insights into the complete game development process, which greatly aided us in refining the pipeline for Born of Bread.
We're thrilled with the reception! Observing people play the game and witness their unique experiences is incredibly enjoyable. Right now, our focus lies on fine-tuning certain elements, such as adjusting item drop rates and tweaking enemy statistics. Additionally, we're discussing the implementation of some requested quality-of-life improvements and considering the inclusion of a challenging hard mode tailored for our hardcore players.
What has the reception been like for the game? Are there any features or improvements that you are prioritizing for future updates?
The dog in the game has to be inspired by Chi-Chi the dachshund, an integral part of WildArts. Could we see her becoming a recurring character in future projects as well?
Absolutely! Our affection for our dog is immense, and we cherish the idea of her potential return in future games. However, we can't commit to any promises on that front. Chi-chi currently appears in the game solely as an editor-only asset, making appearances under the levels to direct the scenes.
Why did you decide to create the game on Unreal Engine, and how has it been for developing Born of Bread?
What drew us most to working in UE4 was its node-based programming language, which proved invaluable, especially when our knowledge of C++ was limited. It played a critical role in bringing our game to life. Additionally, Epic offers a grant program for indie teams utilizing Unreal Engine for their projects, and we were fortunate enough to be recipients of this grant.
My advice to new developers is simple: Identify your priorities in a game engine and choose wisely. Assess both the strengths and weaknesses before making a commitment, as switching engines mid-production isn't feasible.
Can you also give some advice to new developers who may be looking for engines to make their first games?
We're currently exploring this possibility internally. However, we're unable to discuss it at this time, unfortunately.
Handling 2D sprites within a 3D environment posed its biggest challenge in managing the camera. During the initial development phases, extensive testing was crucial to understand the camera's limitations and strengths. We identified a significant weakness: difficulties arose when moving away from or towards the camera, making navigation unclear. To address this issue, we implemented camera volumes that specifically assume control in designated sections. This strategic decision aimed to enhance visibility and mitigate navigation challenges for a smoother player experience.
The whole “2D meets 3D look” is certainly impressive. Were there any challenges worth talking about that you encountered with the art style?
We're deeply grateful for the incredible positivity surrounding the game. While we can't make any announcements at the moment, rest assured that we're fully committed to continuing our work on Born of Bread and also exploring endeavors beyond it.
Would you say you have accomplished what you set out to do now that Born of Bread is out? Or are you still planning on expanding this title or perhaps making a sequel sometime in the future?