[PS4Blog.net Interview] Wizard Fu On Songbringer
We’re currently playing Songbringer for review, so we got in touch with one-man indie Wizard Fu to talk about the game’s development for PlayStation 4.
PS4Blog: Thank you for taking the time to join us at PS4Blog.net. Would you mind getting us going by presenting yourself to our readers and telling them a bit about yourself and your work?
Sure, I am Nathanael Weiss, a solo game developer with a love for 2D gameplay, bespoke elements, and quality procedural game design.
PS4B: Songbringer is making its way to the PlayStation 4. What can you tell us about the game?
Imagine if The Legend of Zelda was set in the Star Wars universe. That kind of gives you a picture of what Songbringer is like. It has swords, bombs, secrets, bosses, dungeons, and all that 2D action RPG stuff.
PS4B: Being a one-man development team is as indie as it gets! How long did it take you to develop the game? Where there any major changes between the initial concept you had for the game and the final version gamers will get to enjoy on September 1st?
In total, Songbringer will have taken about three years, and yes, there have been significant changes to the scope of the project over that time. At first, I simply wanted to create something that played like the original The Legend of Zelda, but was designed from the ground up to be procedural, allowing for completely fresh play-throughs. For the longest time, you couldn’t even move the hero diagonally, as I really wanted that 80s retro vibe.
But along the way the scope grew and grew, and it turned into more of a 16-bit era type of game, allowing diagonal movement, six buttons for equipping items, etc. So the overall concept of Songbringer has remained consistent, while the details of implementation have evolved significantly.
PS4B: You definitely gave people a good look at the development of the game with hundreds of videos detailing a good chunk of the process. What made you decide to do this?
Being a solo developer, you really miss out on the camaraderie of being a part of a team. It’s fun to go into work and chat with teammates, get lunch together, play games together after work and that kind of stuff. So live streaming is a way for me to engage, share and interact with others who have similar interests. It’s also a handy marketing tool and a way to give back by sharing with others how to make a game of this scope.
PS4B: With the game now ready for release, are you working on a new project or taking a break from things?
Ha. I wish. 🙂
Songbringer will still require full-time work for at least another six months. There are updates planned and believe it or not there are still many things left to do in order to prepare for the September 1st launch.
PS4B: And now it is time for us to go. Is there anything else you’d like to add?
That’s all. Thanks for having me! 🙂
We’ll have our Songbringer review ready for you close to the game’s launch, so be sure to stick around at PS4Blog.net!