Road to Release - The Devlog Series
Hello everyone, and welcome to the first Two Strikes Devlog!
Throughout this series of posts we'll be discovering together more about the best 1v1 fighting game set in the Sengoku period. Let's get to it!
Before we dive into the bloody fields of feudal Japan, let's delve a little deeper into the mind of the man behind the work; today we have with us the one and only Danilo Barbosa, director of Two Strikes.
Hey Danilo, how's it going? Ready to get started?
Danilo: Fantastic! I've got a lot of work to do on the game, but I'm really excited to be in the final stretch of Two Strikes development with everything to come!
Great, let's get to it then; tell us, Danilo, how long have you been working in the video game industry?
Danilo: I've been working in the video game industry since 2015. I started making educational casual games that taught physics laws, evolution, mathematics. It was a great experience and even though they were small games, I had a ton of fun. Luckily, they didn't pay badly, considering that I didn't have any previous experience. Then, after a few GameJams, I finally decided to try something authorial. That's when I put into practice the passion I had for Japanese culture and the stories of samurai, monks and ninjas and developed my first game called "One Strike".
Why did you decide to start developing video games?
Danilo: After graduating in electronic engineering, I couldn't find a job in a difficult time for engineers in Brazil, after the political instability that was the result of the political coup that deposed the former president. At that time, luckily, I started working as a software analyst, a job I liked and for years I was looking for a change back to engineering without success. Besides, I was not doing very well in my personal life either! To distract myself I started to study videogame development in my spare time and well... After "One Strike" and "Two Strikes" I still make the games in my spare time, but I can say that for many years now it is no longer a hobby but a second job that I really love.
Looking at your track record, it's easy to assume that fighting games are your favourite, aren't they? Which one is your favourite?
Danilo: Not really! My favourite games are roguelikes like "Hades", "Faster than Light" and "Into the Breach", but of course fighting games have always fascinated me since I was a kid! My favourite is definitely Samurai Shodown II. Its theme and gameplay are certainly one of the many inspirations for my games.
Do you practice, or have you practiced, any contact sport or martial art?Has your knowledge influenced your game?
Danilo: Yes, I did Karate for 6 years, I had the green belt when I was a teenager. I wouldn't say it didn't directly influence the development of "Two Strikes", but it indirectly contributed to my obsession with Japanese culture and my interest to immerse myself completely in part of Japanese history.
If you weren't making fighting games, what kind of games would you like to make?
Danilo: I really want to make roguelike strategy games like "FTL" and "Into the Breach", I think that will be my next project!
Awesome! And tell us, what advice would you give to someone who wants to make their own fighting game?
Danilo: To make other types of games, hahaha! I'm joking of course, but, in reality it's not easy. Although there is a lack of games and it's not a saturated market, fighting games are seen as big risks by many companies. Online multiplayer is also another critical point, it's expensive and you must have it. So, if your dream is to make a fighting game, go ahead! But know that it will be an “interesting” journey.
Sounds about right! Now to finish this first DevLog tell us, why did you decide to call your studio Retro Reactor?
Danilo: Because I always imagined myself making retro games, my first games and "One Strike" have very simple visuals and gameplay, the Reactor comes from my background in electronic engineering. Even if I didn't practice it, it's part of me and I didn't want to forget it!
Thank you so much for your time, Danilo, and also to everyone who has been reading all the way through to the end!
Be sure to follow us on our networks (@EntaltoStudios and @dmbarbosa1) to keep up with all the news related to Two Strikes, and we'll see you in the next installment of Road to Release: The DevLog Series; Part 2 - Striking Twice!
Throughout this series of posts we'll be discovering together more about the best 1v1 fighting game set in the Sengoku period. Let's get to it!
Before we dive into the bloody fields of feudal Japan, let's delve a little deeper into the mind of the man behind the work; today we have with us the one and only Danilo Barbosa, director of Two Strikes.
Hey Danilo, how's it going? Ready to get started?
Danilo: Fantastic! I've got a lot of work to do on the game, but I'm really excited to be in the final stretch of Two Strikes development with everything to come!
Great, let's get to it then; tell us, Danilo, how long have you been working in the video game industry?
Danilo: I've been working in the video game industry since 2015. I started making educational casual games that taught physics laws, evolution, mathematics. It was a great experience and even though they were small games, I had a ton of fun. Luckily, they didn't pay badly, considering that I didn't have any previous experience. Then, after a few GameJams, I finally decided to try something authorial. That's when I put into practice the passion I had for Japanese culture and the stories of samurai, monks and ninjas and developed my first game called "One Strike".
Why did you decide to start developing video games?
Danilo: After graduating in electronic engineering, I couldn't find a job in a difficult time for engineers in Brazil, after the political instability that was the result of the political coup that deposed the former president. At that time, luckily, I started working as a software analyst, a job I liked and for years I was looking for a change back to engineering without success. Besides, I was not doing very well in my personal life either! To distract myself I started to study videogame development in my spare time and well... After "One Strike" and "Two Strikes" I still make the games in my spare time, but I can say that for many years now it is no longer a hobby but a second job that I really love.
Looking at your track record, it's easy to assume that fighting games are your favourite, aren't they? Which one is your favourite?
Danilo: Not really! My favourite games are roguelikes like "Hades", "Faster than Light" and "Into the Breach", but of course fighting games have always fascinated me since I was a kid! My favourite is definitely Samurai Shodown II. Its theme and gameplay are certainly one of the many inspirations for my games.
Do you practice, or have you practiced, any contact sport or martial art?Has your knowledge influenced your game?
Danilo: Yes, I did Karate for 6 years, I had the green belt when I was a teenager. I wouldn't say it didn't directly influence the development of "Two Strikes", but it indirectly contributed to my obsession with Japanese culture and my interest to immerse myself completely in part of Japanese history.
If you weren't making fighting games, what kind of games would you like to make?
Danilo: I really want to make roguelike strategy games like "FTL" and "Into the Breach", I think that will be my next project!
Awesome! And tell us, what advice would you give to someone who wants to make their own fighting game?
Danilo: To make other types of games, hahaha! I'm joking of course, but, in reality it's not easy. Although there is a lack of games and it's not a saturated market, fighting games are seen as big risks by many companies. Online multiplayer is also another critical point, it's expensive and you must have it. So, if your dream is to make a fighting game, go ahead! But know that it will be an “interesting” journey.
Sounds about right! Now to finish this first DevLog tell us, why did you decide to call your studio Retro Reactor?
Danilo: Because I always imagined myself making retro games, my first games and "One Strike" have very simple visuals and gameplay, the Reactor comes from my background in electronic engineering. Even if I didn't practice it, it's part of me and I didn't want to forget it!
Thank you so much for your time, Danilo, and also to everyone who has been reading all the way through to the end!
Be sure to follow us on our networks (@EntaltoStudios and @dmbarbosa1) to keep up with all the news related to Two Strikes, and we'll see you in the next installment of Road to Release: The DevLog Series; Part 2 - Striking Twice!