Whilst looking all over the Internet for new upcoming gaming experiences within the indie community, where they have been available, I have tried out either demos or reviewer copies beforehand and given my first impressions on how the game is during their current stages of development and given a subsequent assessment of what I believe the final product can bring to the table. One such game has been Nanotale: Typing Chronicles. Developed by Belgian outfit Cactus Games and acting as a sequel to a previous game made in the same vein called Epistory, Nanotale implements an extremely unique style of combat for an RPG, with players having to type in words to string attacks together, to cast spells or even to solve puzzles to progress throughout the game’s open world.
Wanting to know even more about this insanely distinct project, I contact Fishing Cactus in the hope of securing another Q&A for the site. I received a response from Fishing Cactus’ PR manager and the development team had answered what questions I had regarding the game and they made for some particularly interesting reading. Here’s what Fishing Cactus had to say about Nanotale:
Where did the idea stem from having a gameplay system revolved around typing in the first place, back with Epistory?
For our very first game, we wanted to do something different from what you can find on the market. One of our Game Designer had the idea of challenging the Typing genre. The rest of the team was not very convinced about it since all the Typing Game we knew where boring and educative while others like Typing of the Dead were more gimmicks. He did a prototype of it and we were all convinced about the potential of the idea.
You can play the first proto here:
What has the developmental process been like?
We didn’t plan to do a new typing game at first. Epistory was a success and we were afraid to fail at making it better. But, we decided to do it after getting a lot of emails from the community asking us for a new one. It was like “that’s OK. The community is behind us. They will guide us”. So, we asked them how they wanted that new typing game and we developed Nanotale according to what they liked less and more in Epistory, what they would like to see improved, etc…
How close are we to seeing the finished product?
We just released the second update of the game. The final game is planned for October 2020.
What has been the most exciting aspect of development?
The Cellular Automata! Cellu-what?
It’s a way of simulating a world using a divide and conquer strategy. Instead of having a massive “World Simulator™” it’s often easier to simulate each object when making a game, This strategy goes further by dividing the world into uniform cells. Each cell has a state and a set of rules to change, if possible, into another state. Cellular automata are used in a very wide range of scientific domains, including computer science, mathematics, physics, and many others. The most famous is probably Conway’s Game of Life, it has only four rules and two states and you can already see a lot of patterns emerging from its simple concept.
What has been the most challenging aspect of development?
Having the game translated in 11 languages during early access. It was a bad idea and represents a lot of work but we really wanted to do it for our community. Also, players seem pickier when they can play it in their own language. It’s hard to have something that works perfectly in all these languages but I think we are doing OK with it thanks to the community who helps a lot locating bugs.
Which RPG series’ had the most impact on the development of Nanotale?
None. I admit that for Nanotale, we mostly started from Epistory and continued following what our community wanted.
There is a great emphasis on the beauty of nature in Nanotale. Does any of that stem from the personal experiences of the development team?
Not really. We just wanted to have fun and create something different from Epistory but as memorable.
How well has the game been received so far?
Good! The community is really happy and people who discover Nanotale love it and usually by Epistory after trying Nanotale.
Have there yet been any ideas considered for the game that have since been scrapped?
Many of them. We always start with too many ideas then you cut according to your budget. Many of the new things we have in Nanotale come from what we had to cut from Epistory. Maybe the next typing game will have what we had to cut from Nanotale.
The thing is, that if we don’t cut, the game would never go out. And we really have to stick to deadlines. For our community and for the team working on the project.
What platforms are you looking to bring the game to?
Windows, MAC, Linux
Do you have any advice for aspiring developers that may be reading this?
I just want to say that it’s OK not having exactly the game you wanted for the first time as soon as you take pleasure working on it and don’t disappoint your community.
Where on the Internet can people find you?
Do you have anything else to add?
Don’t hesitate to add us to your wishlist!!
I hope you guys check this game’s Steam page out too; as I said in my first impressions article, Nanotale is one of the most unique-looking RPGs I’ve seen for quite some time and having played it, it brings a certain level of satisfaction to be had whilst playing with its very different take on what an RPG should be. I also want to take this opportunity to thank Fishing Cactus for agreeing to answer my questions and to wish them the best of luck with this potentially game-changing title.
Scouse Gamer 88