For our second interview on this Monday morning we've got Chris Hubler the main developer for the Xbox Live Indie Game Dreams of Witchtown.
Question: How did the idea for Dreams of Witchtown come about?
Dreams of Witchtown is actually the prequel to Nightmare in Witchtown. When we finished writing the story to Nightmare in Witchtown, we decided that the opening sequence would work well as a game on its own. Of course Dreams of Witchown's story changed several times over the course of development and difficulties popped up trying to keep Nightmare in Witchtown in mind, so that the stories would make sense when they came together later.
Question: Could you describe Dreams of Witchtown for anyone who hasn’t seen it?
I would describe it as a level grinding 2D action RPG, like Popful Mail without some of the more extreme difficulty, which actually was weeded out during playtest. Initially you had to be nearly level 30 to beat the first boss and the enemies you fought on the way, could kill you instantly before you leveled up enough.
Question: How large was the team that created Dreams of Witchtown and how long did it take to develop?
We have a team of four at gift. I created the art assets, my cousin Barry Hubler made the music, Josh Neider heads up a programming team of one, and Reed Nelson authored the story. The game took six months to develop because I was always remaking art assets.
Question: When you first set out to make Dreams of Witchtown was it always planned to be a 2D side scrolling RPG?
Nightmare in Witchtown was always a 2D side scrolling action RPG, but Dreams of Witchtown was initially a platformer only. The game had completely different assets than it does now, so it looked more like a platformer. It also had a hop and bop style game play, with a more vertical jump. I thought that the game wasn't fun, but I liked the idea, so I scrapped the assets and started from scratch.
Question: Looking back on Dreams of Witchtown what are the things that you are most proud of?
I would say the gameplay. Just knowing what it felt like initially and then whittling that arcing horizontal jump out of a piece of wheat (hundreds of hours of playtest). Along with modifying the enemy behavior until it wasn't pissing off our playtesters. I think that's where a lot of the real 'work' is done.
Question: Was there anything you were hoping to get into Dreams of Witchtown that did not make it?
I really wanted xbox live multiplayer coop, but I would settle for for improved game state management and a higher frame rate for every animation. I also wanted a more fleshed out story and NPC's in the towns, just to talk to and help with the story. I in fact, became obsessed with not being able to have NPCs.
Question: Now that Dreams of Witchtown has released are you planning another Indie game?
'NPC Legend' is the next XBLIG from gift. As you might imagine my obsession turned into a video game. NPC Legend tells the tale of Guy AtGate a NPC who get caught up in a hero's quest. For the past few months we have been working on this Zelda style action RPG, with Master System looking graphics. It could go up for playtest as soon as this weekend with any luck.
Question: Can you give us some tips or hints for Dreams of Witchtown?
Get Aurora up to level 10 and run back to the store that you passed at the beginning of the game, once there spend all of your gold on Health potions. Then when you get to the first boss hit him with your fire blast (Hold Up + Right Trigger) and use those health potions until he is dead. This makes beating that first boss a piece of cake! Also be sure to check out the blog: dreamsofwitchtown.blogspot.com for more hints!
Question: If you could change or enhance one thing about Xbox Live Indie Games as a platform what would it be?
I am on board with everyone else who wants more Microsoft advertising funds to go to XBLIG. It would be awesome to see a TV add for XBLIG pop up instead of an app store commercial.