We have recently been spending some significant time exploring Ironcast on the XboxOne. Clearly a unique game experience that is different from many of the fighting games we are used to today.
Ironcast is set in an alternative Victorian history; where refined men and women commanded gigantic mechanized war machines, laying waste to enemies of the British Empire. As Commanders of the Consortium of Merit, players take control of their own 7 meter tall walking Ironcast. Gamers must face off against an invading force of enemy Ironcast in order to defend 1880’s Victorian England. Battles are fought by generating resource nodes which in turn drive the Ironcast’s various weapons and systems. Players must choose how to spend these nodes wisely, either offensively in order to cripple and destroy their opponents, or defensively, if they suspect a barrage of incoming weapon fire is due.
We have been enjoying our experience and wanted to learn a little more about the development team and what it took to create the game. Here is our interview with Daniel Leaver.
Tell us about yourself and your team?
My name is Daniel Leaver and I’m the founder and designer at Dreadbit. I previously worked at Media Molecule for about 8 years, on LBP and Tearaway. Our team here is a little different as we have no full-time members at all! We all come together on a per-project basis then break up after. It ensures that the games we make are really worth making; I have to pitch to my team before they’ll agree to sign up for them!
What motivated you to start working on Ironcast?
Ironcast comes from my love of turn based strategy games such as Hearthstone and also gem matching battlers like Dungeon Raid or Puzzle Quest. I felt there was room for a joining of the two!
What other games or concepts played a role in influencing the development of this game?
Aside from the examples mentioned above, I think a lot of TV and film helped guide the Steampunk visuals of the game. Robert Downey Jr.’s Sherlock Holmes films have an element of Victorian Sci-fi to them, along with H.G. Wells’ books.
Have there been any challenges while developing the game or porting it over to consoles?
Yes, actually! The first thing we had to solve was the lack of a mouse support on consoles. However, the final implementation turned out better than I could have imagined! The shoulder buttons map nicely to activating the different systems, and we use a snapping method to ensure matching is as fluid as possible. I’m very proud of how it turned out.
What is one feeling or emotion you want players to walk away from this game feeling?
“Oh damn, I died. One more go…”
What’s next for your development team?
Well, we’ll be supporting Ironcast with some DLC on consoles and closely monitoring the community feedback too. Aside from that, we have a brand new game IP we’ve been working on for a while that we’ll be announcing soon 🙂
How can our followers learn more about you, your team and the games you are working on?