Interview With Drakhar Studio

Seeing as Frantic Flight lets the player choose from three characters with different jump heights and running speeds, did you have a hard time with difficulty balance at all? What’s the key to generating level designs that won’t feel too easy or impossible depending on which player character is chosen in a game like this?

This has been one of the most difficult features we have developed. Starting from the more level character (Koll), and testing the levels with him, we gave the other characters some bonuses and compensating handicaps. Rash, for instance, can receive an extra hit but also has a lower jump, so he will inevitably be damaged by some obstacles. Dix can jump higher and move faster, but will remain tired longer than the others if he loses all his hit points.

This is definitely the feature we’ve spent the most time testing.

As you head for the finish line and begin preparing Frantic Flight’s release, are you targeting any specific countries or regions in your marketing effort? It’s clear the game will be available in Spanish and English – do you have plans to release in other languages as well?

Not being experts in marketing, we will focus our main efforts in America, the UK and Spain, but will be active in several forums with world-wide influence, like TouchArcade and 148Apps. Marketing experts’ opinions are welcome at [email protected]!

We would like to add as many languages as possible, but we want good quality translations, so we plan to ask for help with them. German and Chinese translations are already on the go!

Speaking of languages, does Unity have a pretty big Spanish-speaking user base and a healthy amount of Spanish-language documentation, or is it absolutely critical that developers be fluent in English before going into this field?

Despite the significant number of Spanish-speaking users of Unity, and although there are certain educational initiatives like MakingOff Game and the Unity Spain Forums, there is insufficient documentation in our language. But Spanish developers are used to reading technical texts in English, which in the case of Unity will be almost certainly required.

We want to do our bit in this matter, and we are in negotiations with the Universidad Autónoma de Madrid to organize a Unity game development club.

Finally, what plans does the Drakhar team have in mind for after Frantic Flight’s release on iOS and Android? Have you begun developing other game ideas yet?

We have just signed a contract for the development of a game based on a cartoon, and we are also working on a game for young audiences. We will disclose more information after releasing Frantic Flight and letting it cool down. Stay tuned!

iFanzine’s thanks goes to Moisés Otero for giving us some more insight into Drakhar Studio’s projects and future plans. Be sure to check out our hands-on preview of Frantic Flight if you haven’t already, and keep an eye on the Drakhar website, Twitter feed and Facebook page for the latest news.