Ash of Gods Overview
Ash of Gods is а multi-genre project that features most of the typical elements of a visual novel, tactical turn-based role-playing game and card strategy. This is a story intending to show all the complexity and ambiguity of moral choice. Good people often become rascals while inhumans behave more human-like than humans. This is the story of “angels” who after being given free will turned the life of humans into hell in the absence of a god. This is a novel that shows you that no conflict has a right or a wrong side because even your enemies have mothers and children.
The game release is scheduled for November 2017.
What is your first gaming experience?
That were the games Lode Runner and Saboteur for ZX Spectrum in far year 1989. I was 6 years old back then and these two games which you had to download from audiocassettes are among the most bright impressions of my childhood.
What got you into programming games?
I think that there’s nothing more cool you can do than create new stories. And creation of new games for me is the culmination of such experience. I remember that very first game I’ve done by myself, was written in Turbo Basic. Back then I was around 14 years old – 7th or 8th grade, I don’t remember exactly. I’ve spent all my free time on this during almost 7 month. It was a starship simulator similar to Star Luster. You had to fly through outer space, destroy meteorites, exchange collected loot to the new lasers and starship’s repair. I didn’t really stop since that time – programming became an integral part of my life and career.
What development tools or coding did you use?
In the current project it’s Unity + Visual studio, Photoshop, Tv-paint, Articy.
What hurdles did you have making your current game?
This game is complex and contains a lot of different stuff. I have a constant, never ending fear that not everything will go the way we want it, that something may go wrong. The biggest trouble, I suppose, is the fact that we have to live in a harsh economy mode. When you start to calculate the expenses for animations, new characters or cool backgrounds, you often wish to beat someone’s face. If we talk about some short time frame, the main problem is probably the fact that we almost never, already for several months, have a fully working build of a whole thing. I’m always thinking what will we do if our project will not start out when we will glue it altogether.
After the completion of the game what game will you make?
The sequel, of course!
What other games have you made?
Dead Reefs, Aura: The sacred rings, Cradle of Magic, Hullywood, Mercenaries, FormulaO2. For the last 6 years I work more with the software. I was working on “my own Steam with blackjack and whisky” It is called GameNet. It has an audience of over 15 millions people, high traffic loads, its own security system, reverse engineering… Boring things in comparison to game development.
My favourite computer was my Amiga and console the Megadrive do you have a favourite?
ZX Spectrum and Dendy (the latter is a clone of NES)
What is your favourite retro game?
I’m not original in this matter: Contra. I’m still playing it from time to time via emulator while I’m in the subway.
Do you still game on the current consoles if so whats your favourite game?
It’s hard to pick out only one game. Probably GoW2, Assasin’s Creed 2 and The Last of Us.
Whats the worst game you have ever played?
One of the ones which were really repulsive for me is Ninja Gaiden Sigma.
Finally what game or feature would you like to see on Retrogamesmaster in the future?
I think, you’re in big (if not to say catastrophic) lack of game catalogue by year of release, or by genre, at least.