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| Pallav Nawani,
Managing Director, Ironcode Software | Penetration
of gaming is increasing in India and this is not just in terms of more and more
Indian users lapping it up as a form of entertainment but also in terms of more
and more players stepping into the game development side from the B & C cities
too. One such example is Ironcode Gaming
based in Dehradun. Ironcode has developed the internationally successful puzzle
based PC game 'Pahelika: Secret Legends' which has a problem solving gameplay.
The game was developed at a budget of just INR 2-3 lakhs over a period of 16 months.
Run by brothers Pallav Nawani and Gaurav Nawani alone, the studio has generated
a lot of curiosity with its work. Pallav
Nawani, MD, Ironcode Software shared, "This is our fifth game, before that
we had developed some moderately successful games. This time we were looking for
something that will be really commercially successful. Another feeling was that
whatever game we make, it should be fun to play and fun to make. We looked at
the market and saw that some of the games allowed you to interact with and make
use of objects in the game. Looking at that we felt that the time for adventure
puzzle games had come." Also from
their previous game Angkor they had learnt that the timing of launching a game
is extremely important and decided to make a game that was a little ahead of its
time. The idea was to develop a simplified adventure game. Pallav
says that they kept the user interface of the game very simple because the people
who play casual games are not hard core gamers. "We wanted our game to be
totally immersive and that the player should lose himself in the game. We tried
to enhance the feeling of the player being out there in various ways, like having
a first person view within the game. We have tried to overlay the feeling of a
guy going on an adventure even in the main menu itself, which is again interaction
based and doesn't have buttons," he added. There
was a lot of back and forth too. The game has the player going from one destination
to another, solving puzzles at every stage. When development started Ironcode
thought that casual players do not have much experience in solving puzzles and
if they made puzzles that force the player to go from one room to another it might
become too complicated. Hence they stuck to puzzles that were contained within
one room. But later when they played the game they felt that it was too mechanical
and the idea of multiple rooms was again taken up which called for a considerable
amount of redevelopment. The game is designed in such a way that there are puzzles
that will hold the player for some time, but if the player continues playing,
the player gets hints with time so he doesn't get stuck. Music
and sound if used correctly can add value to the game. Pallav adds, "But
good composers are very expensive. Also, when you are starting the game you don't
know what kind of music should be there. As a designer you say this kind of music
might work, but often it turns out to be wrong. Our solution was to buy off the
shelf, royalty free music." Sound
was also one of the things the studio couldn't have done by themselves, as they
did not have any expertise in sound design. There are sound effects available
on internet websites but using them is not feasible, because they would have to
be modified later, and that again requires experience with sound design. Hiring
a freelance sound designer was a more feasible option. "Similar
is the problem with voiceovers. The thing with them is that they have to be really
high quality - because if it's not, the players will immediately notice it. If
you don't have a good voiceover, then you are better off without it. Hire professionals
only," opined Pallav. He further
added, "When you are developing a 2D game there are many tools that are available,
such as the PopCap Framework which is free to use and includes source code. Other
game engines like PTK and the Playground SDK are also available. We used the Lua
scripting language to extend the behavior of the C++ objects. After evaluating
Squirrel, Angelscript and Lua, we felt that Lua was the best scripting language
for the job. Initially the drawing was also done in Lua, as it is a very fast
language. But when you use scripting languages you have to be careful about the
performance issues. We found that although the Lua code was mostly very fast,
there were some things that were slow and hence we moved back the drawing code
to C++." Ironcode also developed
tools like the Particle Editor which enables you to use particles in different
ways and a Jigsaw Generator which helps to cut images in different parts while
developing Pahelika. Again when it
came to concept art, it was a skill set that Ironcode didn't have, so they hired
a freelance concept artist. "We used to make a basic sketch of the area that
needs to be done and give the list of the things that we wanted in the final sketch
to the concept artist. After the concept sketch was made we used to review it
and make changes." "Localization
was something we initially ignored. Once the game got successful and we were approached
by people for different language versions we thought of localizing it. This involved
tackling the problem of localized strings being longer than the original ones."
Overcoming all the challenges, Pahelika
was eventually localized into multiple languages and has been one of the most
successful casual games of recent times. |