From Concept to Creation: Programancer Dev Log #3
Prison City's lead developer, Programancer, sits down to talk about the game's music, working with Retroware's testers, and why Hal uses a chakram!
Question #1: What did you envision for the music in the game? Did you take the inspiration from certain artists/games when it came to that? Also, what was it like working Raddland Studios and Matt Creamer?
Programancer: When I first started Prison City, I kept thinking about music from games like Street Fighter 2010 and Power Blade- a mix of high octane NES goodness and catchy melodies. I have been a huge fan of Matt Creamer's work since playing Retro City Rampage and I knew from the start that he was the only person I wanted to create music for this game! Working with him has been wonderful, and he knocks it out of the park with every track!
Question #2: Can you describe what it was like working with the testers at Retroware? What are some notable bugs you or the testers found that you're relieved to have resolved?
Programancer: They're the essential front lines of the bug war! It is so easy for bugs to slip through the cracks that developers would never find- we get so used to our games that we go through the motions as if it's just second nature- we can set out to test every possible thing those changes may have affected. The testers have been really awesome to work with and they've found things I absolutely never would have found on my own- and honestly, it's a huge relief every time a bug is found because it gives me an opportunity to dive into things I probably haven't touched in a while and fix them up- or in some cases make things better than they were before

As for a bug that I'm most relieved to have resolved is one where a certain NPC just idles on screen having a smoke after you're supposed to respawn from dying. While it was enjoyable to see that NPC have a nice relaxing break, it wasn't a whole lot of fun for the player!
Of course, there are some bugs I try to keep in, however, if they're helpful for speedrunners--and can only be triggered with a deliberate attempt--but that one just wasn't cutting it.
Question #3: Why did you decide to go with a chakram as the primary weapon for Hal? Did you consider other weapons prior to deciding on the chakram? Also, can you describe what it was like getting the chakram to work as desired/as in its current state in the game?
Programancer: The chakram was actually one of the first things I coded, and honestly I didn't have much time to consider another type of weapon when I started developing Prison City-
I knew that I didn't want to go with a gun and instead wanted to go with something with a little more subtle nuance that didn't have unlimited range but could still be utilized in 8 directions. I've always been a big fan of Power Blade's boomerang, but I didn't want to go quite as far in that direction either- I did like the idea of a returning weapon though. I ended up looking to Xena for inspiration- Xena had a chakram and Xena is cool! The thing where the chakram returns to you with a different arc depending on which direction you're facing was inspired by Link's Awakening- where Link will swing his sword from different angles depending on what direction you're facing.

With all of that in, I knew the game would have to be designed almost entirely around the player's moveset and weapons, so I made sure there were some beneficial quirks to it- like for example: even though the chakram returns to the player after hitting a wall, it will still push through slightly so you can damage enemies or crates that are next to the wall it's hitting. In some cases, enemies will be positioned perfectly around the player, and if the player holds the attack button when throwing a chakram, it'll hang out in front of them for a while, and they can move it around them briefly. This was inspired by Castlevania 4's whipping mechanics!

That's all we've got this time! Check back for more updates!
Download and play the free Prison City demo now!
Question #1: What did you envision for the music in the game? Did you take the inspiration from certain artists/games when it came to that? Also, what was it like working Raddland Studios and Matt Creamer?
Programancer: When I first started Prison City, I kept thinking about music from games like Street Fighter 2010 and Power Blade- a mix of high octane NES goodness and catchy melodies. I have been a huge fan of Matt Creamer's work since playing Retro City Rampage and I knew from the start that he was the only person I wanted to create music for this game! Working with him has been wonderful, and he knocks it out of the park with every track!

Programancer: They're the essential front lines of the bug war! It is so easy for bugs to slip through the cracks that developers would never find- we get so used to our games that we go through the motions as if it's just second nature- we can set out to test every possible thing those changes may have affected. The testers have been really awesome to work with and they've found things I absolutely never would have found on my own- and honestly, it's a huge relief every time a bug is found because it gives me an opportunity to dive into things I probably haven't touched in a while and fix them up- or in some cases make things better than they were before

As for a bug that I'm most relieved to have resolved is one where a certain NPC just idles on screen having a smoke after you're supposed to respawn from dying. While it was enjoyable to see that NPC have a nice relaxing break, it wasn't a whole lot of fun for the player!
Of course, there are some bugs I try to keep in, however, if they're helpful for speedrunners--and can only be triggered with a deliberate attempt--but that one just wasn't cutting it.

Programancer: The chakram was actually one of the first things I coded, and honestly I didn't have much time to consider another type of weapon when I started developing Prison City-
I knew that I didn't want to go with a gun and instead wanted to go with something with a little more subtle nuance that didn't have unlimited range but could still be utilized in 8 directions. I've always been a big fan of Power Blade's boomerang, but I didn't want to go quite as far in that direction either- I did like the idea of a returning weapon though. I ended up looking to Xena for inspiration- Xena had a chakram and Xena is cool! The thing where the chakram returns to you with a different arc depending on which direction you're facing was inspired by Link's Awakening- where Link will swing his sword from different angles depending on what direction you're facing.


With all of that in, I knew the game would have to be designed almost entirely around the player's moveset and weapons, so I made sure there were some beneficial quirks to it- like for example: even though the chakram returns to the player after hitting a wall, it will still push through slightly so you can damage enemies or crates that are next to the wall it's hitting. In some cases, enemies will be positioned perfectly around the player, and if the player holds the attack button when throwing a chakram, it'll hang out in front of them for a while, and they can move it around them briefly. This was inspired by Castlevania 4's whipping mechanics!

That's all we've got this time! Check back for more updates!
Download and play the free Prison City demo now!