We're Here at PAX East 2015: An Exclusive Interview with Terry from Sarod Studios
Hey everyone, this is Steve from Gamers Nexus.net, and we're at PAX East 2015. We're currently at the Castle Story Booth, which is a game developed by sarod Studios. I'm joined by Terry, who has been on the project for a while, and wants to talk to us about some of the project timelines and the game's current status.
For those who aren't familiar with Cast and Story, can you give us a very brief elevator pitch of the game? Okay, well, Cast Story is a little mix between an RTS and like a puzzle game with Lego. So, the goal is to protect your Crystal against waves of enemy in Survival Mode, but there's also a Sandbox Mode where you can just create all sorts of things. That's that's the main goal of the game right now.
The project was kickstarted, and we recall the value of the Kickstarter. We gained like $7,750 from the Kickstarter, so that's how we got funded. We worked on the project for about a year from that funding, and now the game is in Early Access. When was the Kickstarter first launched? It was about 2012, which is right. Well, right.
The Prototype came out first, followed by a prototype for early backers, then an early Alpha. Where's the game currently? Like I said, it's currently in Early Access. We're still trying to develop it more, and our goal is to reach version one that we had in mind when we launched Kickstarter, which was for January 2016.
For the moment, there are a new couple of new features we're trying to implement, like more enemies, more animation, and more AI. That kind of stuff. Have there been any major hurdles in development? Any major obstacles that have kept us up?
Well, at first, when we did the Prototype, the engine wasn't solid enough. We did a lot of system remade since then, and what we've clearly been doing for the past year is trying to get that new feature, which was the big uh obstacle of. And, uh, is it on Unity 4 or it's still on Unity 4? We don't have plans for Unity five right now, but maybe eventually.
The current development team size and how has it grown over the past 3 years? Okay, so when the project started, there were only three Developers. Now, we're six almost seven, because we're trying to hire more people, uh, and the whole team for management and things like that, it's at 14 people.
Do you have a response to community criticism over the timeline over the past 3 years? There's if you look around on forums there's some criticism that development has been slow. Well, obviously, games take time, and since we're like we're never made any game before, we mostly did a lot of uh beginners errors. But now we're really trying to catch up, and like I said, we're aiming for 2016 to finish the thing every month.
But like I said, the version we wanted for Kickstarter isn't the final one, clearly because we still want to develop the game and had more feature after that. So, that's it. And uh any closing thoughts or items here for fans and backers? Well, continue to support us. I mean, we read almost all emails since the beginning, and we really like the feedbacks. That will help us improve the game. So, continue doing that.