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Keylocker | Turn Based Cyberpunk Action›Events›Meet the Team - Developer Interview with Ben
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Meet the Team - Developer Interview with Ben

Keylocker | Turn Based Cyberpunk Action · published 4 years ago

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Hello Doppelgangers,

Today we have for you the third interview in the Developer Interview series.

But first, here are some things you might have missed over the week.

Over on Twitter, we got a look at the first screenshot from the beginning of Keylocker development in comparison to what we are working on today.

We also showed off some Portraits from the game for Portfolio Day as well as a closer look at the Ziggurat from last week!

Meanwhile on Youtube, the Keylocker Demo OST continues to trickle out day by day, all curated into this wonderful Playlist.

We also posted this Short from some of the videos we recorded during PAX East.

Last week I alluded to some upcoming travel and now we can officially confirm that the Moonana Team will be attending Bitsummit X-Roads 2022 on August 6-7 in Kyoto, Japan. We will do our best to bring back something interesting from this trip!

Now, onto the Developer Interview!

What's your favorite Keylocker character?

Rocket!! He's just a funny guy having a good time, and hell, so am I.

Which class are you picking and why?

I'm picking Hacker, the electric attacks are objectively the coolest and Hacker gives you a bunch of options to power them up. Also you get to wear a TV as a hat. What more could you want?

What's your favorite part of your work for Keylocker's development?

Seeing everything come together. Most of what I'm working on are just systems and tools and stuff devoid of context, and being able to see all of the things we've all worked on getting put into place to form an actual Game is the coolest thing in the world to me. When we were getting the demo put together, getting to actually play it without staring at a debugger, without teleporting all over the place and skipping everything, without all the crazy debug text visible, like actually stepping back and getting to experience it like a player would, it's just like, "damn, this game is sick as hell, huh?" Just a really cool feeling.

What's the toughest part?

Localization. :( It's easy to think that it's just switching the scripts out for each language, but having to do localization work gave me a new appreciation for it in other games. Making sure every part of the UI looks right for each language and even just making sure your systems can handle these other languages at all, it's an absolutely enormous amount of extra work. It's definitely worth it though, I love seeing people across the globe who would otherwise not get a chance to enjoy our games being able to get the full experience.

What are you most looking forward to working on in the future for Keylocker's development?

Now that a lot of the base systems and all the other boring stuff is mostly out of the way I'm excited to work on stuff to make the game come alive the way we want it to. For RPGs specifically, the core gameplay like fights and things like that are important but everything in-between is what you end up experiencing the most of, I'm looking forward to making sure everything feels great and looks as good as we want it to.

That's it for this week, next week we will have Elektrobears Interview and after that we will be in Japan!

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