Aeon of Sands - Interview @IndieRetroNews

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Indie Retro News interviewed Aeon of Sands developer Two Bits Kid.

IRN :

How many levels does the Aeon of Sands - The Trail have?

We could answer that with a number, which is higher than 60, but that tells only a misleading (or partial) story. Aeon of Sands is not a game where you face one level after the other in a linear way.

You will see the desert landscape, obscure mazes, from small to large size, fast paced arenas, nested in about 20 sites spread across the world. During one play-through, you see between one third to half of them, based on the choices you take during the extensive choose-your-adventure part.

The reason for that is that we developed a much more bigger game than you can see in one playthrough. So you can play the game only once to create your unique storyline, or repeatedly to discover different sides to it.


We wanted to give the player the opportunity to make real choices and and we wanted these choices to create the explorable paths of the world for him; your story choices create the game areas: it opens some paths and closes some others.


IRN :

How long has the development taken so far?

Starting in 2012, about 2 years of research, planning, story and pipeline (how to get the exact old-school look and feel), followed by 3 years of implementation (code, graphics, gameplay, story, audio), and almost 1 year of beta-testing and polishing.

The development of Aeon in some numbers, (as of the moment of writing):



  • more than 300 hours of Skype calls;
  • 18,095 emails exchanged between the two developers;
  • more than 30 GB worth of production data files
  • a story of about 80,000 words;
  • more than 240 illustrations / artworks that go with them;
  • more than 60 mazes to explore;
  • almost 60 individual opponents, monsters and bosses, for a total 572 frames of animation;
  • more than 200 individual items with in-game description;
  • more than 270 individual sounds, for monsters, items, ambient and GUI;
  • more than a dozen ambient music tracks;
  • one developed custom dialogue/story scripting language
  • 2,800 coffees or 35 kg of coffee beans ;)
[…]
More information.
 
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Looks great! And that's the kind of exploration I was looking for in Crawlers (actually that's more than I was looking for ^^)
 
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Any idea of a release date?

Our plan is to release in 2018, we are still fiddling with pending legal stuff, hoping all goes ok.
We will disclose the release date in a few weeks on our blog; please do register for our newsletter if you want to be the first to know!
 
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After watching some of the videos, the visuals and general atmosphere of the game greatly impress me. I wonder why the Devs never did a Kickstarter--not that they should or need to, especially at this point, with a projected release this year, but I bet it would have done well. I look forward to more information and eventually playing this. :biggrin:
 
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