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Barraka

Một ngôi nhà đất sét vui vẻ - Trò chuyện Barraka với Zomorro Studio tại IndieDevDay

Chúng tôi đã bắt gặp nhà phát triển solo Ibai Aizpurua để tìm hiểu thêm về cuộc phiêu lưu sắp tới của anh ấy sử dụng đất sét để trình bày một trải nghiệm rất độc đáo.

Phiên âm âm thanh

"Hi friends, I'm in Barcelona for the IndieDevDay 2024 and I'm here standing by Ibai.
Thank you so much for joining us.
And you know, you can see it."

"We're going to talk about a game that's called Barraka and it's made all of clay.
And now, about you, you've done the game yourself.
Yeah, yeah, yeah.
Hello, thank you to Gamereactor for your interest."

"Barraka is a game, a little game made in claymation.
And it's a game of adventure and puzzles and also has mini games.
The theme is in a fair or in a carnival.
And it's haunted by an evil witch."

"So the protagonist, Tainoa, must defeat the witch.
And it's just an excuse to explore the haunted place.
And you can enter in different rides.
And each ride is a different world."

"Sometimes some rides are of adventure and other rides are more like arcade games.
So, for example, in one, it's about bumper cars.
Because I think that in every fair or carnival needs a bumper car.
And also there is an arcade level that you can pilot a plane."

"And in a game you can find evil clowns, toys, and I think that's all.
There's plenty of gameplay styles, I've seen it.
So, of course, the most striking thing about this is the way you guys have worked.
Well, you yourself have worked with claymation, claymotion."

"Tell us, how did you do this to look like that?
For better or worse, I started this project using clay or claymation or stop motion.
And my workflow is usually I design different elements and characters.
And then I try to replicate that character in clay."

"Usually then I take pictures and I use, I call it an hybrid animation.
It's a stop motion, but I also use digital techniques to manipulate sometimes the frames.
So I mix the traditional stop motion with digital animation.
It's also 3D or it's just pictures and then frame by frame?
Frame by frame."

"There is nothing in 3D.
It's like real 3D, I mean.
Of course, yeah.
But yeah, everything you see in the game, it's just clay and pictures."

"Where did this come from?
I remember from the SNES era, you know, ClayFighter, ClayMates.
Was that the main inspiration here?
Maybe."

"Many of the attendants sometimes are surprised by the style.
I think, like you said, that in the 90s, the claymation and sometimes the use of puppets, it was more common nowadays because there were games like Clay Fighters, Skullmonkeys, The Neverhood and also Primal Rage that was made with puppets."

"And I think that was a really nice technique that nowadays is barely seen.
And when I started this project, I thought that it was the best moment to start a claymation project.
You were into clay before this, I guess, so that you can create all the figures and then take pictures.
And so you were working with clay before?
Yeah, I used it to teach stop motion."

"I used it to make tons and tons of stop motion workshops.
And also, right now, I participate in game jams.
Also, I created my own game jam called Euskal Game Jam, the first game jam in Basque in Euskera.
So I used it to teach stop motion and at the same time, I used it to create different little games."

"So it was something natural to start creating games for game jams with stop motion and claymation.
Tell us a little bit more of what we are going to do here in this game because I've seen the main character having this long tongue and then I've seen some of the puzzles that you mentioned that are kind of Zelda-like but then there is more action-based shooters or the bumper cars."

"Yeah, the biggest part of the game is like exploration and puzzle game that in each room, you have to solve the room to get to the exit.
So usually, you must defeat some enemies, find some keys, use different strange machines like the tongue bridge and many other strange things."

"But when I create games, sometimes I am frightened.
I don't want to players get bored.
So I include many, many, many games because also in a carnival, you find a lot of variety of rides.
So you can, like I told, the biggest part of the game is puzzle game."

"When you are on the square of the town, you must explore the town and it has some metroidvania and backtracking elements to give some spice to the game and use some mini-games like the bumper cars or the guacamole game or the playing levels.
Alright, alright."

"What's the status of the project?
You do have a publisher already, which is Dojo.
So where can we expect Baraka to release and on which platforms?
If everything is going fine, I think that the game will be ready for the end of the year."

"This year?
This year, yeah, yeah, yeah.
But maybe if everything doesn't go so well, so smooth, it will release at the beginning of the next year.
And platforms?
I think that maybe the first release will be on Steam, but it will release for any platform thanks to Dojo System, that is my publisher, that right now we are preparing the ports for the console, all consoles."

"Thank you so much for your time, Ibai, and looking forward to playing this one.
Looks great.
Thanks for your time. We will see. Thank you."

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