Q:You've probably heard this question a hundred times, but: what is an approximate release date of Solstice? Thank you. (I've pre-ordered it, by the way).
I hate answering this question, as I always end up doing some guesstimates in good faith, then the game inevitably gets delayed, and I feel like a big fat liar. ;)
Solstice is a huge project, and we’re all crazy perfectionists here, prone to tweaking and polishing stuff again and again, making schedules very unpredictable.
So while I can’t say when we’re going to be done, I can tell you where we are now:
- All of the game’s 6 chapters are already written sans some minor stuff.
- Out of those, 4 are already polished and implemented in the game.
- The 4th chapter had some pacing issues, and we’re currently working on resolving them.
- Once we’re done, the game will be handed to proofreaders and editors.
- Remaining 2 chapters pretty much work as a single grand finale. It’s a lot of work, however, as they involve heavy branching dependent on which characters make it that far.
- Then it’s all testing and the game’s gonna be out. First for pre-order owners, then for everybody else.
As you can see, there’s still a lot of work to do, but we’re definitely on the last stretch. Once again, thanks everyone for your patience. This has been our hardest project by a large margin, but we really believe it’s going to be worth the wait :).
Q:As a longtime KOTOR fan, now I'm REALLY curious. Which KOTOR2 character influenced Solstice? (I'm even more eager to play the game now so I can try and figure out where the influence is in the narrative!)
Hubert says it would be a spoiler if he disclosed who it is, even if only a minor one. ;)
Q:What inspired you guys to make Solstice?
Ah, THE question! :). I’ll let Agnes and Hubert (Solstice writers) answer this one:
We wanted to make a game we ourselves would like to play, obviously, which meant focusing on the aspects we rarely ever found satisfying in other games. So you could say we were inspired by those things that are uninspired in the adventure genre in general.
This boiled down to two things: a diverse cast of complex characters we could relate to, and a narrative driven by confronting people rather than events. One character from Knights of the Old Republic II had a significant impact on our idea of what it means to have a well-developed and complex NPC in a game. We wanted to re-create the way that character felt and show that in-game dialogue can give you goose bumps, even when you’re not wielding a sword or speak to a 10 ft tall monster.
The setting is a mix of general fantasy motifs with film noir. The strongest inspiration for the City was Polanski’s Chinatown. When it came to visuals we asked Gracjana to create a melting pot environment where Italian Renaissance and Central Asian Muslim architecture could exist side by side.
To a small degree the characters, especially the two protagonists and their “romantic” relationships, are based on our own experiences. We can both be as snarky as Yani and as irresponsible as Galen, as Tom and Gracjana will surely confirm. To varying degrees, we both have a taste for men in our own city, so that is what we used. Additionally, there are two male characters in the game whose looks were based on real people, quite well-known in certain circles.
Hey guys! Just reminding you about the “Ask us anything" button up there.
It hasn’t seen a lot of use recently, and some of the best discussions we’ve had has been sparked by thoughtful fan questions, so ask away! :)
Cinders fans are the nicest audience I had a chance to work with in almost a decade of my game dev experience.
That is all.