![]() Five years later, he emerged with Cave Story.Ī lot of eloquent praise has been given to Cave Story over the years and there’s not much that I can add to what’s already been said, but there are a few things that struck me during my most recent play through of the title in its new WiiWare form and I can’t help wanting to write a love letter of my own. ![]() Thank you very much for your support.A lone developer once sat in his home in Japan and committed himself to making the most hauntingly fantastic independent videogame ever. I can't say when specifically, but when I do release a game I really hope you get to play and enjoy it. I know there are so many people waiting for the sequel and I apologize for keeping you waiting - I'm always developing a game. ![]() I really would prefer it for people to play my game on a platform that has a real d-pad.Īny message to the Cave Story fans of the world? Touchscreen just don't allow for accurate up/down/left/right movements. If you were to bring over Cave Story from the Wii/DSi to iOS, what would be the technical obstacles?Ī main would would be the interface. I know it sounds disappointing, but if I'm being honest, the priority is somewhat low. I know the demand is overwhelming, but I would really like to develop something new. This is probably the question that everyone wants to hear: Is there going to be Cave Story for iOS? I wanted to experience the whole process of publishing a game in this market and I'm happy that Azarashi for iOS is the best version I've ever made. That is correct - it's a big test in a broader sense. What's the real behind-the-scenes story here? II get the feeling that Azarashi was released with some kind of test marketing purpose. As a matter of fact, Azarashi for iOS is the third remake. It was an OK game back then and I've remade it a couple times already. I just developed this game because it happened to pop up in my mind. Azarashi was originally developed in 1998 when SP was established. Were you specifically targeting casual players? Your debut iOS game Azarashi was such a casual title. It's hard to catch up considering the speed at which things change in the game industry. however you need to make a decision about which platform you'll put your effort into otherwise you'll be left on your own. The AppStore is not the only choice I have available. Actually, I made this decision a year ago. So many other indie devs have been trying their luck on the AppStore - are you going to make iOS your main platform for your upcoming games?įor now, yes. That's the major reason why I'm taking my chances at creating an iOS game. As far iOS games are concerned, I thought the AppStore would be quite suitable for an independent developer like myself to publish my own games. Without their support and cooperation, CS wouldn't have been as successful as it is now. SP is considered to be one of the top developers representing Japan - why did you decide to release a game app for the iOS market?Ī big thank you goes to Tyrone Rodriguez of Nicalis and many other people who supported CS. Ever since then I have been focusing on developing new games as an independent developer. I finally quit my job in March 2011 after Cave Story became a hit title on WiiWare/DSiWare. I used to work for a small company, however my spare time was spent developing games. Developing a game is way harder than you could imagine including Cave Story (CS), I have released less than 10 games. I'm Daisuke Amaya and in 1998 I established Studio Pixel (SP) so I could disclose my self-developed game. Check out what the indie developer has to say about the iOS platform and Studio Pixel's plans for the future:Ĭould you please introduce yourself briefly to our readers? Getting an insight in to the games industry over in Japan isn't easy, but our wonderful friends over at AppsJP have got a finger on the pulse of the community and recently wrapped up an interview with Cave Story creator (and Studio Pixel founder) Daisuke Amaya.
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