![]() Interview: How Lizardcube hopes to bring Wonder Boy: The Dragon's Trap to modern platforms It’s definitely a dream come true to be able to bring back those characters alive." I used to draw the characters on my school books. Q: Walk us through the initial days of development. When did development start and what was it like knowing that you could start work on a remake? Were you already developing the game before you acquired the Wonder Boy license or was development started afterwards?Ĭornut: "In 2013 I started looking into the ROM and reverse engineered its code and data. #WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS CODE# I was curious to see if I could find new doors or secret areas that people hadn’t found yet. I had mentioned it to Ben Fiquet a few years while we were working on Soul Bubbles for the Nintendo DS, and contacted him around Christmas 2013 suggesting we should try making this game.īefore I knew it, I had enough knowledge to browse all the levels and it revitalized this old idea of making a remake of that episode. He started doing early visual research to try to nail a style for the game. So at that time, of course, we didn’t have any license, and we were working toward building enough of a prototype to show Westone to try to obtain the license. Nishizawa of Westone mid-2014 and he was immediately supportive. Though, maybe at the time he didn’t know how serious we were about making this real! And we hadn’t signed anything, but at least we knew he would be willing to help. It took a while to gel because we were only doing this in our spare time and we ourselves didn’t know if we could find the funding for it. Mid 2015 we started talking to DotEmu and as they agreed to fund the game and turn it into a real product, we also clarified all the licensing legalities together." Q: What is it like creating a new art style that is based on the original 8-bit franchise? What are or will you be doing to ensure that the remake retains the game's original vibe?įiquet: "It took me quite some time to find the appropriate style that would befit the project. First, it can be difficult to pinpoint what the original team would have gone for if it weren’t for the technical limitations of the time. #WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS PC#Īnd there’s also a lack of art consistencies between the games, whether it would be on Master System or PC engine, the characters would look different for example and then there's also the official artworks. I tried to focus on 'upgrading' the original to what I, in my opinion, would consider be the truest to the original art, but there is obviously a lot of interpretation when I have to fill a plain black background, you have to consistently make choices with your own sensibility.Īnd finally, I put a lot of time and efforts into the animations, which are created traditionally, frame by frame. #WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS SERIES#.#WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS PC#.#WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS CODE#.
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