Category Archives: Blog
We hinted a few times at backstage material coming your way…now it’s time for a sneak peek!
The first part of our Backstage focuses on music: Creative Director Burt Kane and Producer Markus “Captain” Kaarlonen from Poets of the Fall sat together to speak about the 80’s inspired soundtrack of Rochard.
While there is still a bit more waiting to do for the whole video, we want to give you a little preview of what you will get approaching the release of the game. Enjoy!
Last week we were lucky enough to have here at Recoil’s studio some visitors from the Finnish media scene (you know what they say, home is always home).
They enjoyed the company of Mr Rochard for a couple of good hours and besides the usual reactions (“OMG, THIS GAME IS ROCHARD-ELIC!”), they also shared with us some very insightful opinions on the game…
To be completely honest, we couldn’t be more than happy of what we heard. So yep, it’s a good sign!
Here some pictures from the event:
Orcidea bestowing his magnificent beard!
Epic beard-mustaches competition between Rochard and Orcidea! Weird the Universe didn’t implode.
Jarkko Grönberg (background) and Raine Laaksonen from MoonTV giving us their seal of approval.
Thanks to all of those who dropped by the studio last week, and, of course thank you readers from home…The moment of truth is nigh, so stay tuned!
This is the last blogpost in the series of our interviews from VideoGameWriters, but before we proceed, let’s do a fast recap of the last two parts.
In the first part of the interview we discussed why Rochard is a PSN title and most importantly how it became the first Unity-powered game for PS3.
In the second, we took an in-depth look at how well Unity fits into the design philosophy and then discussed the main ideas behind Rochard‘s funny one-liners and cartoony aesthetics.
But we all know you are not here just for the pretty pictures so…let’s go on with the last part of this excellent article!
Was the gravity mechanic a core part of Rochard from the beginning? How has the game itself changed from inception to its current form?
The concept of gravity (or lack of it) was there from the very beginning. In the very early prototype phase we tested various mechanics, like the very elegant idea of moving with your guns recoil, but it was soon obvious that the concept of controlling the amount of gravity (generated by the gravity generators) was the hook that suited our purposes the best.
What stages did the overall theme of the game go through? Was it always a space miner sort of scenario?
After coming up with the idea of being able to reduce the amount of gravity, the idea of an extra atmospheric mining in asteroids was a given. We are all big fans of sci-fi and that felt like the perfect setting for a story where the protagonist is the average Joe, a space miner and not a space marine or an ex-commando. The space mine also provides a perfect playground for an underdog, who has only his wits and his everyday mining tools against an army enemies armed to the teeth. A mine can be a quite unhealthy place to an outsider…
Did you approach Sony with Rochard’s concept, or did they approach you to develop for their platform?
We approached a number of publishers with an early demonstration version of Rochard, and Sony Online Entertainment turned out to be the best partner for us. The platform choice came naturally after that.
Assuming that Rochard garners success for your studio, what can we expect out of future endeavors? Have team members been working on any side projects that could influence future titles?
The obvious choice would be the sequel, as Rochard’s story has been designed to span through multiple games right from the start. Extending the Rochard IP to other platforms beyond games is a possibility and something we are looking for in the future. We have also been concepting and prototyping new IPs on the side, so you can expect numerous new original games and possibly even products in other forms of entertainment coming from Recoil in the future.
This was the last entry for this specific developer interview, courtesy of VideoGameWriters.
Today we will first have an in-depth look at how well Unity fits into our design philosophy, and then discuss the main ideas behind Rochard‘s funny one-liners and its cartoony aesthetics.
What advantages/disadvantages does the Unity engine have compared to other engines your team has worked with in the past?
The strong point of Unity is the speed of the iteration cycle when developing the game. Some of the previous engines required us to shutdown the editor for compiling scripts, but in Unity the changes are immediately applied to the engine. This keeps the flow of development going instead of interrupting your work. Extending the editor was also really easy, and we ended up doing quite a lot of tools and small scripts to get rid of some of the laborious repetitive work.
Another feature is the use of so-called prefabs, which stands for “prefabricated game objects”. This allows you to build a palette of game objects that can be easily maintained and placed in the game world. This feature was found in the previous engines too, but they were far more clunky and error-prone.
Unity is not packed with rendering and animation features out-of-the-box. You can always go under the hood and implement things the way you want – that’s the whole purpose. For the games that we are making, it’s just perfect.
How has the Unity engine worked between the different parts of the development team (artists, programmers, level designers)? Do certain aspects of the engine work better with certain specialties, or does the engine work well with everyones position?
Unity is an all-around engine, and it caters to everybody in the team. Because it’s so expandable, you can improve the work flow for any discipline if such need should arise. For example, we ended up doing our custom prefab browser for the editor as our requirements for levels in our game were quite specific. We were originally using the industry standard Perforce for version control, but the built-in Asset Server in Unity had better integration to the engine so we ended up using that instead even though it was not as feature-complete as Perforce is.
Thematically, what is your reason for giving Rochard a sort of quirky, comedic approach as opposed to something a little more “serious” or straight forward? Do you believe that the quirkiness gives better life to the story, characters and sense of immersion?
We wanted to create a story in the spirit of the old Star Wars and Indiana Jones movies which have a bit serious themes but with fun and lighthearted overtones. The quirkiness in Rochard’s case not only helped us to write more catchy characters and story but it is also good for the suspension of disbelief – It’s easier to accept and not question the world of John which may seem a bit odd sometimes. Although the characters seem funny to the player John and all the other characters in the Rochard’s world take themselves quite seriously and the humor is often based on that. And of course the game is filled with witty one liners.
There are certain elements, like John’s Rock Blaster that suggest Rochard could be a purebred shooter game, but what makes Rochard stand out is of course the gravity control which coupled with nice physics bring a whole new level of control to the player. The G-lifter, John’s handhold gravity tool, is another highlight. It allows him to grab and shoot objects in game world. When we started the creation of Rochard we wanted a very solid gameplay based on something familiar, but with an unforgettable twist. You know: something old (platformer), something new (gravity control), something borrowed (G-Lifter) and something blue (gravity is blue)
Check back for the third and last part, or read the whole article on VideoGameWriters.
A few days ago VideoGameWriters presented a terrific interview with Samuli Viikinen (Lead Level Designer), Juhana Virtanen (Lead Designer) and Sampsa Lehtonen (Programmer) detailing Rochard‘s development, from prototyping to release.
Today we will re-publish the first part of it, focusing on PSN and how Rochard became the first Unity-powered game on PS3.
Why did you select Sony’s PSN platform? Did you know before hand that you were the first developer to use the engine on that platform?
When we got a publishing deal, it was PSN exclusive. Unity didn’t have support for PS3 yet but it was in the works. So we knew what we were getting ourselves into.
You’re the first developer to use the Unity engine on the PSN. What was the engine’s appeal to your team?
When we started working on Rochard, we didn’t yet have target platform for it. The beauty of Unity is that the game can be published on any of the supported platforms with relative ease. Unity is also really fast and easy to use, making prototyping and implementing new features a breeze. Often when any of our designers had new tech requirements, a programmer just sat next to the designer and implemented the new feature right there on spot together with the designer. This was not possible with the previous engines we had used because of the lengthy iteration cycles.
What did you discover about developing with the Unity engine on Sony’s console? Specifically, what were the major challenges you faced during development?
As Unity was not yet perfected for PS3, obviously there were some growing pains. It took collaboration between us, Unity and Sony to make it happen. We’re glad we were able to help in the process, as now we possess some in-depth knowledge that should give us some competitive advantage in the future. During the development the major challenge was running out of memory on PS3.
It’s was not about Unity nor PS3 but us using a bit too much resources as the game was being developed on PC where limitations are quite different from those on console. Interestingly even though Unity is heavily utilizing C# (Mono), we didn’t actually have that much problems with script performance. And those few bottlenecks we had were easily pinpointed by the profiling tools found in Unity.
Did you always have Rochard’s main mechanics in mind before you started developing with the Unity engine? Did certain features of the engine change certain aspects of the game from its concept?
No, we didn’t have the main mechanics ready but instead the game grew up from prototyping and iteration. Obviously we had decided to do a platformer, but the gameplay itself was done iteratively. Unity did not impose any strict limitations to us, quite the contrary actually.
For instance, originally we didn’t have such a strong physics-based gameplay, but after seeing what Unity was capable of and learning what was possible with its physics engine we gradually implemented a more and more elaborate physics system for the game.
Stay tuned for more or read the whole thing on VideoGameWriters.