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Interviews
JA – What was one of the best moments for you when creating your game?
As for the development itself, one of our most glorious moments was translating the crypt (the first in-game room ever created!) into that pseudo-3D. Moving and panning around it felt almost magical at the time. Of course, still nothing beats releasing that very first attic teaser!
One segment In this trail, Another nice thing is that by visiting the actual place it is much funnier (and better) to organize puzzles. In fact, if puzzles are still under development, the place itself may inspire a new twist to the storyline and, most importantly, new ideas for puzzles.
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Steve Ince – With both Juniper Crescent – The Sapphire Claw and Mr. Smoozles Goes Nutso, it was the point where I had put together enough gameplay to prove that my ideas would work. At that point, the game crystalised in my mind to such an extent that I could see it very clearly from start to finish. Thankfully, I found two very good engines that allowed me to develop the gameplay in the way that I wanted, Wintermute Engine for Sapphire and Game Maker for Nutso. Because I’m not a programmer, without such engines and toolsets I couldn’t even begin to consider what I’m doing.
Jonathan
Tamás Marosi Z. (Pierrot) – The publication of our first game on the Internet, holding in our hands the first box edition of Agon, published in Hungary, the first contract with an international publisher have all been happy moments. But funnily for me the greatest cause for happiness is to look ahead, and to produce the sketches of another episode (like now the fifth Agon story), which need elaboration. Because that is the time when I feel that something is starting anew, that it is the period of creating something from nothing again.
Mikael & Eleen Nyqvist – The most rewarding moment is always when the game is ready for beta testing and you start to get feedback from the players.
Agustin Cordes & Alejandro Graziani – The
Chris
Bryan
Gey & Silvio Savarese – Every
Michael Clark – The best moment for me in game making is always the point where I finish creating a puzzle, and it works exactly like I planned. I think my best puzzle was the Rock Crushing Machine in Harvest. That was the climatic point in the game, and the puzzle came out exactly like I hoped it would.
Keith Nemitz – Observing people who’d never played an adventure game before, become totally