Cocos2d-x is a game engine and we see a lot of great games made using it. Every once in a while a project comes along that uses Cocos2d-x in a unique way. We are excited to talk with Grimwood Team, the developer of World of One.
1、Tell me a bit about yourself and team.
We are small game-development team from Kyrgyzstan. Right now we have only 5 members – game designer, two programmers, sound designer and art-designer. Our first project is “World of One” – grim puzzle-platformer, where you play as adult Little Prince, that has his own problems and hardships in his life.
You can find more info about us at Steam, Facebook and Twitter.
2、which platforms you have launched?
We have launched on Steam on June, 8. Supported platforms are PC, MacOS and Linux.
Fun Lets plays:
3、Tell us where you came up with the idea for this game. What were your inspirations?
The idea to make the game where the main character travels across the small planets came to our game-designers mind after hed re-read “Little Prince” book. And because he loves difficulties and dark atmosphere our game became like it is now.
4、What version of cocos2d-x did you use?
We started from 2.x cocos2dx version. But then moved to 3.x and now we try to use the latest version.
5、How did you decide to use cocos2d-x instead of Unity, Unreal Engine or SDL?
Cocos2dx is free and opensource. And we can change whatever we want in it 🙂 Also we used some parts of SDL such as controller support.
6、What features did the engine offer you that made development easy? What do you wish the engine did better?
Engine did a lot of low level opengl coding. Nice architecture of engine helped us to build our well designed architecture. We wish to have UI and World editor for C++. Like UE4 and Unity3D have. Just writing own editor or use external is kind of painfull.
7、What tools did you use besides the engine?
We used RUBE as physics world editor. FMOD Studio for creating sound events. Spine 2D for animation.
8、What 3rd party libraries did you need to use?
We used SDL for controllers support. And FMOD for audio.
9、Did you create the art yourself? What tools?
Our game designer created art with the help of Adobe Flash 🙂
10、Did you create the music yourself? What tools?
We worked with two musicians. Actually I dont know which tools they used to create music but then it went to FMOD Studio.
11、Will you continue to make games in the future?
Yes. We will. But first we are planning to release this game on consoles and then on mobile platforms. Also we would like to develop the direction of the gaming industry in our country.
12、Do you use SDKBOX? If so, what plugins are you currently using?
No. We didnt use any plugin of SDKBOX.
13、Lastly, any advice for those also making games on how to get to a release point?
Eat, sleep, work out, ride bicycle. And work hard. Listen to the players. Gather feedback. And dont give up.
It is the first game had been released on Steam, congratulations!