2/21/2023 0 Comments Burly men at sea videogame![]() ![]() I feel like Doggins was more directly influenced by adventure games. It’s very non-traditional in that sense, often somewhere nearer to a visual novel.ĭC: We play a lot of adventure games, in fact, we just beat Thimbleweed Park last week. With Doggins, our goal was to make a very traditional point-and-click adventure, but we wanted to let Burly Men at Sea take shape in its own way, with the mechanics growing out of the story and setting. But we did draw influence from other sources besides folklore, like a short story by Edgar Allan Poe, and Disneyland’s Pirates of the Caribbean ride.Īs for the game’s point-and-click nature, I think it’s definitely a style of gameplay we’re drawn to, though we didn’t set out with that in mind. ![]() GS: Were there any other adventure video games, like The Secret of Monkey Island, that went into Burly Men as inspiration? Was there anything specific that led you to the game’s nautical themes?īC: Since we already had the name, its nautical setting was a given. It really set up its own story, and the Scandinavian setting and folklore influence were just a natural fit for three bearded fishermen on an adventure. But it stuck with us, and we knew it was too good not to use. Yeah, so it started from a name and snowballed from there.īC: (Brooke Condolora): The name came from a joke that we’ve since forgotten, years before we were making games. That’s how she started developing the story of what these three brothers encounter when they out to sea. Brooke started rediscovering her love for Scandinavian folklore. ![]() It started out as name, we had some visual ideas. And Brooke, when we were working on Doggins, just shortly after…did a little sketch, in a coffee shop, one day, of three bearded fishermen, and that was sort of the start of what the game was all about. GoombaStomp (GS): To start off, what exactly was it that got you two started on Burly Men at Sea specifically? And the specific theme of the game?ĭC (David Condolora): So, it had been a name that we’d kicked around, since before we were making games. This interview has been edited for clarity and brevity.ĭavid and Brooke Condolora, the team that makes up both halves of Brain&Brain I had the distinct opportunity of chatting with the team and asked them a few questions I had rattling in my own brain.ĭue to scheduling conflicts, the team was interviewed separately with the same questions. Each half of Beain&Brain split their specialized roles Brooke serves as the resident graphic designer/illustrator, animator and folklore aficionado, while David deals with the more technical aspects of their projects, like programming and sound design. The game is their second release since the well-received mobile platform title, Doggins, and thus Burly Men at Sea was met with a wave of praise and appreciation of the simpler, minimal things that make up the core of the game.īehind the scenes, this indie dev team is made up of a married duo: David and Brooke Condolora. A little over a year ago, the quiet adventurers over at Brain&Brain released an interactive choose-your-adventure type story, Burly Men at Sea. ![]()
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