[Interview] From the official launch of ‘Undud’, from one -person development to the Xbox game pass
Developed by Megu Star Games, and Neowiz’s 2D action game ‘Undud’ announced the official launch of today (28th) after a long development period.
Steam, as well as the Nintendo Switch and Xbox, etc., the game is also included in the XBOX game pass among domestic indie games. Therefore, any gamer who is subscribing to the XBOX game pass can enjoy ‘Unsud’ from today.
Although familiar to those who are interested in indie games, Megu Star Games is a one -person developer founded by CEO Jung Jin -seop, who spurred securities firms with the intention of making the game he wants. And ‘Unsud’ is a 2D game that pursues exciting action, which contains the grammar of the fighter fighting game genre.
Of course, it has already been known to many people through early access in November, but the official launch of a period for more than six years of development will come to the representative of Chung Jin -seop. In commemoration of the official launch of ‘Unsud’, we met with Megu Star Games CEO Jung Jin -seop and listened to the story of the game’s launch and future plans.
Vision Confucius, and one -person development -a long journey to finish
After a long development period, we finally made the official launch of ‘Unsud’. I think I will have a testimony.
- I think that it was too long no matter how long it was (laughs).
Still, after the results, 80% of the ideas I wanted to make are about 80% of them, and I think it’s satisfactory as a personal goal. Of course, you have to keep up with the update after the launch, but the testimony of the launch itself is close to ‘regret’.
In the meantime, through lectures such as IGC and Unite Seoul, I seemed to have emphasized a lot of ‘making a game you want to make’. Even after the launch, is there no change in that idea?
\ -The answer is the same. Games like ‘Vampire Survival’ are very easy to access these days. But there were a lot of games of that kind of game, and it was only one game that showed good results. I wondered if I could just follow the trend and dig into the part I don’t know.
If you follow the trend, you’ve only been successful, but it’s true that the indie game has a rare chance of success. I think there are many more to get (making a game you want to make) unless it is evaluated only by money.
From the standpoint of creating, I could feel that I made a game that I wanted and shared it with people. There are many opportunities to look back on myself. It doesn’t seem to be a big power to grow on its own as much as creating the game you want.
If so, what are the new versions in the official version released today?
\ -The first I have to tell you, but at the time of the official launch, I wanted to add a loglike mode at first. However, I had outsourcing the work of porting on several platforms to other companies, and I did all the porting as the company disappeared. So the content is a little late.
Still, as it is a full release version, I prepared other content, which is upgraded abyss and mirror space . The abyss are a kind of training mode, and we’ve updated to see more specific data like the training of fighting games. You can think of it as a mode that can trim the optimized combat method while fighting a large number of enemies.
The space in the mirror is simply a challenge mode, which can be enjoyed by clearing the stage. We prepared to provide the extreme difficulty (?), Such as the things that I couldn’t show in the Act and the battle that could not be published in the planning process. It’s usually the challenges. You can see it as a mode that you can go until you go.
Log Like Mode is planned to be introduced through updates after its launch.
- That’s right. Anyway, I am preparing for the disappointment of the part I haven’t shown in the main story, and the end of the end. I think that the additional boss wants to finish at least one or more.
There seems to have been a lot of feedback during the early access period since November last year. What’s the most memorable feedback?
\ -The game itself was aimed at manifest rather than popularity, so the feedback received in that side was most pleasant. The most memorable person is famous for its action game criticism called Ninja Critics.
Then I was able to receive feedback, and I was really impressed with the fun of the game and trying to grasp my intentions. After all, game developers are talking in games. I was really happy to have a deep conversation about what my intention was.
In addition, it was also a good feedback that some Youtube and Streamers posted a play video.
I personally seemed to have the most impressive Korean atmosphere of chapter 4, did you have any episodes, or episodes, as you create the chapter?
\ -The exploration was a lot. I lived in Namyangju, and when I went to Hongyuneung nearby, the scenery was so good. ‘Let’s put this background in the game’ and prepared a lot of data, but in the end, it was not suitable for the fighting place. It was possible to make a lot of reference to Gyeongbokgung Palace and Bulguksa Temple with more complex structures.
There are many unfortunate parts that ‘if you could only do art better, you would have lived more.’ Visibility. If you have a chance to rebuild personally, it’s a chapter that you want to refine a bit.
I think there have been many parts of the development as I have been developing one person. I thought it would have been nice if I knew it in advance, or I had a trial and error. How was it?
\ -The development itself is a series of shoveling (laughs). Now, with 3D lighting, I changed my old structure completely, but I didn’t have to. AI was also a part that had to be changed from the beginning once it was clean. In addition to those things, the assets who received well were no longer supported, or it was very difficult.
However, these things are not actually a matter of one -person development, but I think that development itself is a growth foundation through trial and error. So I always try to talk kindly when someone asks. You don’t want to share the same pain. I always talk about it so that I can develop it in consideration of these and other parts.
The meticulous review of the Xbox game pass, “I feel recognized for the quality of the game by just entering”
If you hit the number, the game will be officially released in almost seven years after the first release. I wonder how the most difficult times during development and how to overcome it.
- There were so many times that were difficult… I remember the hardest memories when I broke up with the previous publisher. In the meantime, I have to do everything I have done on the publisher. Fortunately, I was able to organize it neatly with the publisher, but I remember it was quite hard.
For example, the reaction did not come out well at the beginning of early access launch. It’s not good and disliked, it’s not a problem. That part was the hardest, and it was hard again. And as the platform increased as I prepared for the release, it was hard to increase the amount of work. It’s better to have a new work, but there are a lot of repeats.
How to relieve stress was not really. It’s a game like Tekken or Elden Ring, but my favorite games are all stressed games, so they don’t solve them better than I think. Sleeping a lot and spending a lot of time with my family seemed to be the best to relieve stress.
As there was a failure, there was a lot of concern about publishing. I’m curious about the reason for deciding to collaborate with Neowiz.
\ -The publisher was in England before Neowiz, and there was a problem that the emotions were different and communication was difficult when I worked together. In order to understand one game at the same stage, I need a deep story beyond English, but I thought I had a lot of time consuming. Even in creating a new artwork, it is different from what Koreans like and they (British publishers) are different.
In addition, when I collaborated with overseas companies, there was a time difference and the feedback was difficult, and I was looking for how to publish it alone after breaking up with them. I can’t tell you in detail here, but with a different proposal, I could solve the problems I felt while working with the publisher.
In addition, there is a case where you can see the direct results, such as ‘Skull’, may have helped to decide the publisher.
** There are also standards for selecting publishers personally through a series of processes.