![]() ![]() You’re always telling the crew what they’re doing. “We really wanted a lot of tension but a good pacing to each mission. They wanted players to feel like they were looking after the crew, not the plane, which is why they avoided giving players too much direct control. ![]() Runner Duck had to carefully balance both aspects of the game: taking care of the crew and carrying on with the bombing mission. So that was basically the idea and then Jon and I worked the mechanics out from that idea and over the course of the development what we ended up with was far more in-depth and complex than my original basic idea.” So I thought it would be a great idea to make a game where it really is about the crew inside this machine. With rose tinted glasses I remembered more of a connection with the crew. “There were a few games back in the day, like B17: The Mighty 8th and a few bomber games that I played when I was younger… You can still get B17 on Steam and I got it again and I was disappointed because you were kind of the plane, you weren’t really the crew… There was a crew there but you didn’t have much of a connection with them. It’s such a strange existence for someone so young so I think that the setting in itself is interesting and kind of extraordinary.”įrom this theme, which was the core idea for the title, Runner Duck had to decide on game mechanics. And they’d have this extremely strange existence of one night they’d be in a pub in England, the next night they’d be over Berlin and then they’d come back and go to the pub again the next night. I’ve read some his letters and it’s just incredible stuff they did because the crews were like 19 – they were kids really. “My great uncle was a navigator on a Whitley bomber during WWII. “I’ve always been fascinated by WWII bombers,” Miller recalls. When you really want to make something as good as you can, and that’s usually what drives us, it’s very hard to be doing the opposite deliberately.”ĭuring their free time, Wingrove and Miller started toying around with an idea. Wingrove agrees: “It’s just not an enjoyable process and that’s what you’re having to do each day. I’m a bit harsh on free-to-play, not all games are like that, but there is a tendency to fall into that trap.” Our day-to-day work was figuring out ways to make our games kind of annoying so people would pay money to make them less annoying. “This wasn’t the thing we dreamt of when we were kids, programming on our little Spectrums. Eventually we ended up at a company which did free-to-play mobile word games and I think we kind of woke up a few months into that and realised this was never in the plan,” Miller starts explaining. “Jon and I met while working at Relentless Software in Brighton and we worked really well together. ![]() And it turns out that without the hurdles of developing free-to-play mobile titles, there would actually be no Bomber Crew, ![]()
0 Comments
Leave a Reply. |