{"id":216934,"date":"2017-06-06T17:35:02","date_gmt":"2017-06-06T21:35:02","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/crosscode-developer-reflects-at-the-rpgs-six-years-of-evolution-siliconera.php"},"modified":"2017-06-06T17:35:02","modified_gmt":"2017-06-06T21:35:02","slug":"crosscode-developer-reflects-at-the-rpgs-six-years-of-evolution-siliconera","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/evolution\/crosscode-developer-reflects-at-the-rpgs-six-years-of-evolution-siliconera.php","title":{"rendered":"CrossCode Developer Reflects At The RPG&#8217;s Six Years Of Evolution &#8211; Siliconera"},"content":{"rendered":"<p><p>    By Joey    Chiu . June 6, 2017 . 1:00pm  <\/p>\n<\/p>\n<p>    Radical Fish Gamess CrossCode feels like the type of    indie game that you wish there was more of out there. As Lea, a    stranger in a strange land who just lost her voice as    well as her memories, log into the    MMO-game-within-the-indie-game CrossWorlds to solve the    mystery of her amnesia. Take an energy-ball-shooting mechanic    like the egg-fling from Yoshis Island, add it to a    NieR: Automata-like super-slick combat system, sprinkle    in Zelda-style puzzle-solving, and mix it well in a    top-down world with vibrant graphics and music that evoke    16-bit bliss. Thats CrossCode.  <\/p>\n<\/p>\n<p>    Siliconera met with Felix Klein of Radical Fish Games    during BitSummit and got to talk about CrossCodes    beginnings, its eclectic influences, and the development teams    own continuing journey.  <\/p>\n<\/p>\n<p>    Could you please give a short introduction?  <\/p>\n<\/p>\n<p>    Felix Klein, Co-founder: I am Felix, also known as Lachsen, of    Radical Fish Games. Were a bunch of developers from Germany,    and we worked on CrossCode since the end of 2011    essentially. We are finally in Japan, presenting the game at    BitSummit.  <\/p>\n<\/p>\n<p>    What was the origin of CrossCode?  <\/p>\n<\/p>\n<p>    CrossCode began long before its own development in 2011.    We were all working with RPGMaker 2000, created our    first prototype. It was top-down, more like a puzzle game where    you could throw balls that were bouncing on walls. It quickly    turned out that RPGMaker 2000s not really up to the    task, there were lots of limitations, and we dropped that    eventually.  <\/p>\n<\/p>\n<p>    I picked it up again sometime later, and I tried to develop it    as a Nintendo DS homebrew title. That worked much better, but    C++ is such a pain to work with, and I lost motivation. But    then, HTML5 came around, and I really got in love with HTML5    for some strange reason.  <\/p>\n<\/p>\n<p>    A lot of people hate JavaScript, I love JavaScript, I dunno    why, it just speaks to me. So I decided to try it again, this    time in HTML5, and it worked. So we started with ImpactJS,    thats an HTML5 engine, modified the engine, a lot of people    joined the team, so we are now a team of 12 to 14 people, with    2 people working full-time, and now over this year we have    created a pretty decent game. Its not finished yet, but we are    getting pretty close to it.  <\/p>\n<\/p>\n<\/p>\n<p>    What were some of the driving inspirations behind    CrossCode?  <\/p>\n<\/p>\n<p>    A lot of different inspirations. You could say CrossCode    is taking Yoshis Island, then you make it top-down    instead of side-view, and then you turn it into an RPG. Thats    more or less CrossCode. We have a big love for    Terranigma, a Super Nintendo game that was actually    released in Germany and not in the United States.  <\/p>\n<\/p>\n<p>    Also Devil May Cry, Kingdom Hearts, a little bit of the    combat system is inspired by that. Xenoblade Chronicles    is a big inspiration because we like the mix of JRPG with more    open-world scenarios and free-roaming with quests, and a little    bit of Valkyrie Profile because of the animations.  <\/p>\n<\/p>\n<p>    That is a wonderful myriad of influences and inspirations.    What then is perhaps one singular element that you would have    separate CrossCode from the rest of the indie RPG    pack?  <\/p>\n<\/p>\n<p>    Thats a difficult one. Theres several things in    CrossCode that are nice to point out as far as the    abstract goes, but what I like to say is that its a nice mix    of Zelda-type action-adventure with an action RPG. You    actually dont have this too often.  <\/p>\n<\/p>\n<p>    On the other hand, you have puzzle-heavy action adventures, or    combat-heavy action RPGs. We actually try to mix the whole    thing, and we think it works really nice, because you actually    have battles that have very puzzle-heavy mechanics. You    actually use the puzzle mechanics in combat, and on the    other hand you have puzzles that are really fast paced, and    actually also need some shooting, it mixes those two things and    is actually surprisingly unique. You dont see it too often.  <\/p>\n<\/p>\n<p>    Have there been any elements of the game that were either    dropped or changed over the years of development?  <\/p>\n<\/p>\n<p>    There have been a few featured ideas that we had early on that    we also dropped pretty early on in the game. There have    been some features that we thought we would like to add them,    but we werent 100% sure it would work out. But, in the end,    they all actually worked out, stuff like party members.  <\/p>\n<\/p>\n<p>    We have not been 100% sure if we would manage to create party    members, but it worked well enough so we added them. Theyre    not extremely relevant for gameplay, theyre more for the    atmosphere, but its actually pretty fun to have party members    running around. In CrossCode, youre playing a network    game inside a game, so not having parties would be a little bit    weird. You dont play an MMO by yourself usually.  <\/p>\n<\/p>\n<p>    So that worked out, but otherwise we actually have a very fixed    set of features. We dont adapt things too much. We did a lot    of experiments in the beginning, like the technical demo,    released that, got some feedback. Then we released the first    demo, the feature set was actually surprisingly stable. We do    small stuff like come up with some mini-games, and other small    quest ideas which are based on the mechanics that we already    implemented for other things. We try to reuse mechanics to use    them in a different way to get some new content, but we dont    invent entirely new mechanics. We try to avoid that.  <\/p>\n<\/p>\n<\/p>\n<p>    This isnt your first public showing of CrossCod?  <\/p>\n<\/p>\n<p>    No, not entirely. We had a two year break not showing much.    When we did the Indiegogo campaign, we went to SXSW, and    presented it. We havent been well-known so people probably    missed it back then. But, yeah, we have been there, then    presented at some kind of Indie Booth, it wasnt Indie Mega    Booth, it was something else.  <\/p>\n<\/p>\n<p>    And then a few months later, after the Indiegogo campaign, we    were at Gamescom in Germany. We actually had 2 booths, one in    the consumer area, one in the press area, it was- Oh my Gosh-    it was so exhausting. 5 days, from 10 to 20 oclock (10am to    8pm on a 12-hour clock), 5 days in a row We kinda survived    that, but then wed had enough events for some time.  <\/p>\n<\/p>\n<p>    But now since were getting closer to release, now we plan to    show up in some more events again, show the game a bit more,    and when we got the invitation to go to Japan, we definitely    wanted to do that. I have been here before, actually the first    time I worked on HTML5 games was on an internship here in    Japan. It was in Tokyo, they actually gave us a trust to do    some kinda Farmville clone based on HTML5 instead of Flash.  <\/p>\n<\/p>\n<p>    We never really finished that, but it was more like an    experiment. But thats when I realized that HTML5 was ready to    work on games. Right when I came back to Germany, a few months    later, I started CrossCode, and now 6 years later, Im back    again showing CrossCode in Japan. This is awesome.  <\/p>\n<\/p>\n<p>    Do you have any closing thoughts for fans and players    looking forward to CrossCodes release?  <\/p>\n<\/p>\n<p>    I just really hope that we can surprise you people with some    really interesting twists in the story. I hope that the story    will be received well in the end, that we can surprise some of    our players.  <\/p>\n<p>  Video game stories from other sites on the web. These links leave  Siliconera.<\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Go here to see the original:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.siliconera.com\/2017\/06\/06\/crosscode-developer-reflects-rpgs-six-years-evolution\/\" title=\"CrossCode Developer Reflects At The RPG's Six Years Of Evolution - Siliconera\">CrossCode Developer Reflects At The RPG's Six Years Of Evolution - Siliconera<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> By Joey Chiu .  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/evolution\/crosscode-developer-reflects-at-the-rpgs-six-years-of-evolution-siliconera.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431596],"tags":[],"class_list":["post-216934","post","type-post","status-publish","format-standard","hentry","category-evolution"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/216934"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=216934"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/216934\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=216934"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=216934"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=216934"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}