Old School Gamer Magazine chats with “Brigand: Oaxaca†developer Brian Lancaster, who lets us know what inspired the FPS/RPG hybrid, as well as how he got into the video game development scene.
A throwback that’ll take you back to the days of the original Deus Ex and Fallout, it’s a testament to the power and vision of a one-man development team.
About the Game:
Brigand: Oaxaca is a highly difficult post-apocalyptic RPG/FPS set in Mexico. The story will take you from a banana plantation into dark toxic caverns, to the sprawling city of Pochutla, to the flooded coastline, to deadly demon-infested jungles, and more.
For More on the game, Click Here.
OSGM: How was this game born?
Brian Lancaster: I think it was about 2006 when I bought DarkBASIC Pro off the shelf of a Fry’s Electronics store for about $40 (now it’s free). It’s an old non-OOP 3D engine, but it was easy to learn and I had fun playing around with prefab boxes, making them shoot at each other. Eventually, I had a pretty solid physics engine with collision, gravity, bullets, etc., so I decided to start on a real game.
The fantasy genre was out of the question, as programming bows and arrows take more skill than I had at that time, but gun mechanics are much simpler in games (obviously not in real life). I still hope to one day design a weapon like a bow in the original Thief games, where if your arrow hits a wooden wall you can go pluck it out and use it again.
I’ve had the idea for a game set in post-apocalyptic Mexico for a long time, but the original setting was Baja California, as it’s the only part of Mexico I’ve actually been to (for underage drinking and fireworks). The location changed to Oaxaca after a bit of Latin American history in university. Oaxaca seemed to be a revolutionary epicenter with a vibrant culture and some beautiful coastlines. Of course, I wanted to see those prestine coastlines flooded and corroded by a rising sea level and torn apart by pirates — the typical desire of anyone who sets out to make a post-apocalyptic story.
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