Forge Quest interview with Chase Grozdina - Nerd Age

Nov
29

Forge Quest interview with Chase Grozdina

When I heard that there was going to be a game somewhere between Minecraft and 3D Dot Game Heroes I said to myself “Well that’s going to be the best Indie game ever made”. Forge Quest promises to be this game by using the style of 3D Dot Game Heroes with the mining and building of Minecraft. We have a chance today to ask some questions with the lead developer of Forge Quest, Chase Grozdina:

 

Scholar of Nerd Age: Where did you get the idea for Forge Quest?

Chase Grozdina of Forge Quest: The ideas for Forge Quest have been in the making for about a year now.  Many aspects have been things that Dave and I have been working on with other small projects, as well as an amalgamation of ideas we really valued in other defined games.

Being a team of only two software developers, we needed to choose something that maximized the talents we already had and wouldn’t require a large amount of outside help.  The sandbox genre really seemed like the best area for us to do this in, and once we decided that a lot of the ideas began to flow.

Forge Quest Building

NA: What do you want the fans to know about Forge Quest?

Chase: Most of our ideas and goals have been illustrated at length on our Kickstarter page as well as our official website.  Already a lot of time has been spent developing the core technology for the game, although there is much yet to be shown.  We want people to understand that our project is still under development and there is still work that needs to get done before it is complete.

As we continue to develop we hope to show people the new content, helping to give a better understanding of our full idea.  We also welcome people to share their thoughts and ideas on the project and they can do so through the Kickstarter website.

NA: Tell us in-depth about the crafting system of Forge Quest.

Chase: From the very start we wanted crafting to play a major role in our game.  We felt that crafting fit the style and format of our game, as a large focus is being put on non-linear gameplay.

As the player adventures they will be able to collect all sorts crafting components of different uniqueness and value.  Most of the basic resources can be found around the overworld from plants and animals, although the more unique ones the player will have to adventure and dungeon delve to acquire.

Just about everything and anything inside of the game can be crafted.  This will range from simple decorative items, tools for building, rpg equipment, as well as player abilities.

There will also be a recipe system inside of the game to help the player identify what they can build and what they need to build it.  A recipe is not required to build an item, but the key to crafting an item will be knowing exactly what pieces they need to combine.  Most items will have recipes, but not all will be easy to get and there may be a few completely hidden ones.

Forge Quest attack

NA: Your site mentions something about working as a team in the multiplayer of Forge Quest. No other game of this type really requires that. Can you explain some?

Chase: The game can be played either by a single player, or with friends across the net.  The world will be the same either way you choose to play the game, although having your friends along will certainly help you get further and reach your goals faster.

Having said that, we would like to see a number of locations and events in game that the difficultly level is geared more towards a few people playing together.  I wouldn’t go as far as to say those locations will be impossible for one player, but they won’t be easy.  At least at this point we plan on having content in the game that is only for multiplayer play.

NA: Any plans for secret areas in future versions of Forge Quest?

Chase: Absolutely.  A lot of time is being put into how the world is structured and we want the player to always be exploring new places.  Being a procedurally created world there will already be all sorts of locations and not all will be immediately apparent.  On top of that, having those really special locations really makes the player feel rewarded for exploring and we hope to bring some of that into our game.

NA: Why did you decide to go with Kickstarter for Forge Quest?

Chase: Kickstarter has been in the back of our heads from the very early inception of this project.  We had already been following the website and saw a lot of really talented, motivated people being given actual support from the community.  Being in a similar situation to a lot of the other projects it seemed like a natural fit to raise money to help back the development, as well as to gauge the community’s interest in our idea.

Forge Quest Inventory

NA: Your Kickstarter set up is a model of good design. What sources did you draw from to come up with this Kickstarter?

Chase: When setting up our project we drew ideas from a lot of other successful as well as on going projects on the website.  Not everyone’s configuration was exactly what we were looking for, so a lot of ideas were picked and merged from various other projects.  There were a lot of decisions that we had to make about how we would present ourselves, what information we wanted to share as well as how we wanted to provide rewards for the backers.  So far people have seemed to like the way that we have set up the project and we haven’t yet felt the need to modify anything.

NA: Tell us a little about your background and anyone who has helped you with Forge Quest.

Chase: The members of our team consists of Dave and myself, both of us who are software engineers by profession.

Personally I’ve been interested in programming and game development ever since early high school.  A lot of work I did back then was experimental and I was happy if I was just able to get something on the screen, although as time went on I learned a lot more and my projects became bigger and bigger.  Eventually my interest led me to working for a number of game development companies across the US as well as a special effects company designing control systems.

My passion for working on my own games had always been with me through my professional career, but I never really had the time that I could fully devote over to putting my all into it.  Through the years Dave and I had both been collaborating on different projects, and we felt that the ideas and timing were right for us to really branch off and attempt to create something bigger.

Forge Quest is not only our attempt to create a unique game, but we also hope that we can turn our knowledge and expertise into a successful indie game company.

NA: Any advice for other developers?

Chase: That is a bit of a large question and has more then a book full of responses, but I think I can narrow down a few key things I’ve learned over the years that can help other aspiring developers.

Scope – One of the largest problems I’ve seen with projects over the years is the scope that the team attempts to take on.  Most projects get spawned from one or two unique ideas, but then eventually scatter in all directions until not even the developers know what they are working on or how they are going to do it.

Keeping clearly defined goals for a project and not taking on more then you can chew is one of the biggest pieces of advice I can offer, and still have to kick my own butt with on a constant basis.

Hard Work – Both in the indie and professional game development community I’ve seen a large number of people who have a skewed vision about what it takes to actually get a game project done.  Designing a game from the ground up can be a huge and at times overly complicated task.

It takes a lot of self motivation to not only do the work but also keep things moving in the right direction.  It’s good to know this when going into a project, as well as when you are thinking about letting new people into your own project.

No One Is Perfect – Sometimes I can be idealistic with my own coding, as I have an inching need to make everything feel clean and working in the proper way.  This seems like a good thing, but is also means I can spend a lot of time re-doing a task that really didn’t need to be worked on.

One of the biggest lessons I learned when going from my own personal projects to the professional world is that there is a fine line between doing things right and getting the job done.  Either side of the line can lead to problems, and it’s good to always be aware of where you are standing.

Thank you very much Dan for giving me the opportunity to share our project!  We hope people are excited about what we are doing as we are.  We encourage anyone who is interested to visit our Kickstarter page and feel free to ask us questions.

We want to thank the Forge Quest members for speaking with us. Also be sure to check out their official website for Forge Quest at forgequestrpg.com and check out their Twitter @ForgeQuestRpg.

 

About Scholar

I am the owner of Nerd Age and I seek to create a site that can act against the rising tide of paid reviews. We want to be the last, great hope for truth in game journalism. Why should you care about what we write? Because we have extensive knowledge on anything we write about, and will bring you the best information.

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