I am always fascinated to hear developers talk about how the ideas for their game first come into existence. Sometimes it can be a revolutionary moment of clarity where all the stars are aligned and pure wonder takes on physical form. Most of the time however, it starts with taking an already well-defined idea or mechanic and adding your own spin to it. Through that process of iteration, the idea is slowly refined until it’s polished to a mirror shine.
I recently spoke with the fine folks of Pixelscopic, the studio behind Delver's Drop. They shared some information on how their top-down, dungeon-generating, action-RPG started as a tilt-controlled, bumping RPG for the iOS devices.
“Zelda meets pinball was our internal pitch for it. Then we started expanding those ideas,” said Ryan Baker, vision director, CCO and co-founder of Pixelscopic. “The first kind of idea that I had, picturing it in my head would actually be a motion-controlled iPhone game where you just tilt, slide around and bump into enemies. When you bump into them, your character automatically slashes with their sword.”
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via destructoid http://www.destructoid.com/delver-s-drop-began-as-a-mash-up-of-zelda-and-pinball-249393.phtml