In the years that went by, we developed and released Nuts! and Zombie Gunship. But in terms of releases, we had to go explore other ideas and grow creatively before we were ready to come back to TowerMadness and make a proper sequel. Our hope is to connect players with the game’s world in a deeper way than before, and we added some little surprises to this effect too, like funny descriptions for all the alien types:ġ48Apps: It's been 3 and a half years since the first title was released, how come there was such a significant gap between the releases?ĪK: Well, because of the constant updates to TowerMadness 1 we didn’t really feel like there was a “gap” for players. We spent a lot of time making them come to life with dialogue and sophisticated animation. So far there are two – Bo, a brave ram that defends your sheep against the first intruders into the flock and helps beginning players, and Xen, an old, wise, friendly alien that runs the tower laboratory to help you defeat the evil aliens. They were too perfect to toss out!Īnother big departure from the original was our emphasis on adding characters to the game. Oh, just two things – the muzzle flashes and the lock icons are the same. A revolutionary new 3D engine, brand new art, sound I don’t really think anything carried over from the original. We wanted to do significant new things and had to completely overhaul the platform in order to evolve to the next step. At some point though, we had to draw the line. I think this was a big part of why that game was a success – we kept it alive, listened to fans, and added more and more. There were 20 updates, and tons of towers, enemies, environments, and features added. What better font of knowledge than that of Co-Founder and CEO, Arash Kesmirian? We caught up with him to find the answers to our questions and more.ġ48Apps: What made you decide to release a whole new game rather than update the original TowerMadness?Īrash Keshmirian (AK): We’ve been building on the original TowerMadness for nearly five years now it went from having only four simple maps to over a hundred. Following the surprise release of TowerMadness 2 last week we thought it was the ideal time to find out more about Limbic Software's latest title, learn about some of the design process behind it, and discover just how it came to be.
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