Okay, first question. Tell me about Clockwerk's first RPG.
Our first project is called the Morikun Tale (TMT), it's a story about
a young artist named Kurai. Kurai has been chosen by the spirit of the
forest to battle beasts of all types to free her from a demon.
A demon, sounds like a clever antagonist. Paint me a picture about this
demon (or what you can reveal about him at this time).
The demon is pretty much a spirit. But spirits must almost always take
the form of a human or animal. In this case, the spirithas taken the form
of a powerful ruler named Dorobokin.
Where does the wind spirit of the forest originate?
The forest spirit, Mori, is the spirit of the trees. She dwells among her
fairie minions in the forest of Morikun. The fairies do her bidding, so
it is a fairy who first brings Kurai the notion that he has been chosen.
She sounds pretty powerful. I read from your site that Morikun Tale has
multiple character support. Will Mori join your party?
No, Mori is an NPC. But I have been thinking that Mori's daughter may join.
Of course, the only that can happen is by a spirit entering the body of
a human being. Possibly a fallen companion :) *wink wink*
This sounds like it's going to have some love story elements like FF8.
Yes it will, but not without other elements as well. The trick to a love
story is to add distractions until love is finally revealed.
I see it's going to be a pretty deep plot... I don't want to give a lot
of it away, but I would like to know more about the place you created where
all the action will take place.
Well, the world that the Morikun Tale will take place is very diverse.
There will be many types of terrain in which Kurai and his friends must
venture. Such as mountains, forests, molten volcanoes, and such.
Any particular style you had in mind in making the artwork? Gothic? Medevil?
Japanimation?... stuff like that?
We are going for the cute Japanese cartoon style, much like the Seiken
Densetsu series. Backgrounds may go as far as Sierra Adventure game style.
But the characters will be Japanese anime.
More like King's Quest than Leisure Suit Larry I suppose :)
Yes, my personal favorite Sierra game is King's Quest 5. But as we are
using a tile-based engine, we will not be going as complex as Sierra. But
we can try to emulate what Sierra has accomplished in their beautiful backgrounds.
How complex will the battle sequence and gameplay elements be within the
game, assuming these elements exist in TMT?
Battle sequences are still a major conflict in Clockwerk. We are trying
to find a midpoint between Final Fantasy's strategic battle style, and
Seiken Densetsu's fun-loving action style.
What are you sure the battle sequence will have?
If we are to stick with the compromise amongst the creative minds in Clockwerk,
we will have a stamina bar to regulate strategic timing. Also, full control
over the character in battle is a must, much like Chrono Trigger for the
SNES, but with Zelda's full movement abilities.
Okay. Now I'd like to shift the conversation a little towards some V Planet
related stuff, if that's okay.
Yes, go ahead. :)
Two events are coming up from V Planet, the QB Expo and the 2nd Annual
Gaming Gold Awards.
Ah... yes I have received a QB Expo notice. I am anxious to show off what
Clockwerk has accomplished so far.
Excellent, I'll put your project page together with my own bare hands if
I have to :)
I can help if you want :)
The second event is the QB Gaming Golds. TMT shows a lot of promise for
some of the awards, including Best RPG, and there's always the Best Gaming
Hunk and Best Gaming Babe award. Have you been setting up TMT to win any
award in particular?
No, TMT is a project that was started to show everyone that Quickbasic
is not a weak language. We want to keep QBasic alive :)
What are your favorite QB games to play right now?
I am a classic gamer. I like to play Nibbles LOL Also, I am quite fond
LordQBasic's work. Have you heard of Syraphage?
Yes, I have. Very Secret of Mana-ish.
Yes it is... I won't reveal any secrets about his new work. But man, it
looks like he is gonna beat us up as far as awards go. Clockwerk is not
very competitive, we pretty much still to ourselves. Although, we do know
that our work is of high quality. Oh yeah, did I tell you about the music
in the game?
No, you haven't.
We are working on Midis, we have 4 so far. Tavern music, Fairy music, and
Of course :) We don't steal anything, not even fonts.
When can we expect TMT to be finished or highly playable?
In about two months we should have a demo ready, but I won't set any dates.
We have a playable demo now, but it's only a character walking around on
a map. We have several apps that we have to merge together to make a truly
playable demo. Menus, battles, that sort of stuff. :) It shouldn't be hard
to do though. We have two excellent programmers.
They probably have some high credentials.
Our main programmer is Andrew Barber. He and I formed Clockwerk because
I am a crappy programmer (but a good artist) LOL
(Laughs) Okay, last question. What aspects of The Morikun Tale are you
really trying to accentuate on, so that when the product is finally complete
somebody will play your game and say, "Wow! I can't believe they did this!"
Personally, graphics to me are essential. But I am only one part of a perfectly
formulated team. Gameplay to them is yet much more important. I agree with
them to a point. As an artist I must be enveloped in a world of supreme
beauty to truly enjoy a game. But I have to be able to walk around in this
world comfortably, or the whole idea is pointless :)
All right, thanks for the interview Ravengoth!
Kewl kewl :)