It's been a while but Developer Diaries is back and with an incredibly alliterative title! We caught up with the folks at Dapper Dog Digital, the team behind the upcoming metroidvania BioGun!
Why don't we start with introductions?
Hey there, we are Dapper Dog Digital, the team behind the microscopic metroidvania, BioGun! Let's dive right into our introductions and what drives us in creating this exciting adventure.
I'm Ivan, and storytelling has always been my calling. From a young age, I've recognized the incredible power that stories hold. They can inspire, comfort, and excite us. Video games in particular, have become a remarkable medium for storytelling in today's world. It's both a pleasure and a privilege for me to bring BioGun to life and share it with players worldwide.
I'm John! My artistic inspiration has come from unexpected places. Watching Blues Clues as a child fascinated me with its animated characters coming to life. It ignited a desire within me to create my own art that could be experienced and shared by others. Game development became the perfect avenue for me to bring my creativity to life and create memorable gaming experiences.
Ivan: We draw inspiration from a variety of games, The Wonderful 101, Xenoblade [Chronicles] and of course, the latest instalment in the Metroid series took a remarkable turn, pushing the franchise to new heights.
John: We believe that gameplay is a powerful storytelling tool. The moments that truly resonate with us as players are when we're fully immersed in the protagonist's shoes, feeling their emotions and motivations firsthand. It's those immersive experiences that we aim to create in BioGun, where players can embark on an unforgettable journey in a microscopic metroidvania setting.
CAN YOU TELL US A BIT ABOUT BIOGUN?
John: BioGun was inspired by my love for the Metroid series and the desire to create a metroidvania shooter. The concept took shape thanks to my wife (who is a nurse) and my dog. The game revolves around an enigmatic, sleep-deprived doctor named DocX, who can communicate with vaccines. His sole mission is to save his beloved dog and dogkind from extinction. He creates Bek, a cute little vaccine and our main hero, who is diving into his thrilling adventure to save the entire canine species from the Dooper Virus, which threatens their existence.
Ivan: BioGun aims to merge gameplay and storytelling in a way that no other medium can replicate. We want to create a story that deeply resonates with players, connecting them to the emotional journey of the game and letting them become the vaccine that puts an end to the pet-demic.
ONE OF THE AIMS OF THIS GAME IS TO RAISE AWARENESS AROUND ANIMAL WELFARE. WHAT DROVE YOU TO CREATE SOMETHING AROUND THAT?
John: BioGun was initially supposed to take place inside of a human’s body like in Fantastic Voyage (1966) but early in its development, COVID happened. Making a game about a pandemic seemed in bad taste, so we decided to make it about a Pet-demic instead. My wife, who is a healthcare specialist, supported me immensely in moving forward with this idea.
Eventually, we came up with a unique world that inspired the designs of the NPCs to look like different dog breeds and the bosses to look similar to existing viruses or threats. My love for my wife and my dogs sparked a conversation about animal welfare, and I believe Bio-Gun has the potential to spread awareness about this important issue.
Ivan: The topic of animal welfare is something that isn't said directly in the game but runs like a golden thread through the plot and the setting of BioGun, particularly, the topics of biosecurity and disease prevention. We hope this creates a ripple effect, where players not only enjoy the game but also reflect on the welfare themes embedded within BioGun.
We firmly believe that games can serve as powerful vehicles for not only entertainment but also for raising awareness and promoting important messages. In the case of BioGun, my hope is that we go beyond just delivering a thrilling gaming experience and we get to shine a light on animal welfare, fostering empathy and inspiring players to consider the well-being of their own pets and animals in general.
I would love to find out that BioGun has ignited a passion for veterinary medicine in children and encouraged them to advocate for animal welfare. In the same way that "Osmosis Jones" inspired kids to become doctors.
MARKETING A GAME IS HARD ENOUGH, BUT HOW HAS IT BEEN PUTTING TOGETHER A MARKETING CAMPAIGN THAT INCLUDES COVERAGE OF THE WELFARE MESSAGE?
John: Marketing a game is indeed a challenging endeavour, thankfully we are working with Ravenage Games, our publisher. They are in constant communication and negotiations with prominent medical organizations and experts.
For instance, they’ve prepared a short infographic to raise public awareness on the topic of avian influenza, the content of which was approved by WOAH (World Organisation for Animal Health) before publishing.
Ivan: To aid in the fight against the Dooper Virus, players must bolster their dog's immune system. Befriending cells, absorbing powers from defeated foes, exploring vital organs, and healing harsh infections are key elements of the journey. Our game is so tied to a dog’s welfare that including a message about animal welfare in the marketing just feels right. With that in mind, we hope to create a campaign that shines a light on animal welfare, fostering empathy and inspiring players to consider the well-being of their pets and animals in general
WHAT MADE YOU CHOOSE CONSTRUCT?
John: We chose Construct Engine for several reasons. The main one was that we did not know how to program. In my experience, Construct is the best engine for artists to start developing a game. Construct’s ease of programming is helping us achieve our goal of bringing a fresh visual style to the 2D game market, which is often saturated with pixel art. By opting for hand-drawn animation as our primary visual instrument, we aim to push the art of 2D games forward and embrace new possibilities.
Ivan: In addition to our artistic vision, Construct stood out to us for its flexibility and ease of use. The engine's streamlined workflow and powerful features such as behaviors, allowed us to focus on creating immersive experiences without the complexities of traditional game development. Instead of writing code, we can use a drag-and-drop interface to design game logic. This accessibility opens up game development to non-programmers and those who prefer a more visual approach, which was basically our case.
WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?
John: As this is my first game development experience, I have encountered moments of burnout along the way. The ups and downs of the development process have certainly presented their share of difficulties. However, the sense of responsibility I feel towards my team members, friends, and family, who have been supporting and cheering me on, has propelled me through the tough times. Knowing that my actions and dedication impact those around me has been a driving force to overcome hurdles and persevere.
We strive to maintain a disciplined work schedule, aiming for eight hours a day. However, there are times when we find ourselves on the cusp of a breakthrough, and it becomes necessary to put in extra hours to make significant progress. On other occasions, time seems to slip away unnoticed, and we find ourselves working into the late hours of the night.
Ivan: Our journey in developing BioGun has been far from smooth to be honest! As first-time game developers, we faced numerous difficulties, especially in the early stages. We had to redo entire systems and overcome unexpected setbacks. Learning while you work is never easy but I always had faith in our ability to finish the game. I would continue working on the game unless circumstances took it away from me. Despite the challenges, the thought of giving up was never an option for me.
I truly believe that BioGun is something special, and the thought of gamers enjoying it helps fuel my passion and determination to bring BioGun to life. It's truly remarkable to reflect on how far we have come, and the journey continues to amaze me. Overcoming hurdles and making progress has only fuelled our commitment to see this project through.
DO YOU HAVE ANY ADVICE FOR PEOPLE DOING THEIR OWN GAME PROJECTS?
John: If you're starting your own game project, my advice is to start small. Focus on creating a solid foundation and gradually expand from there. Also, make use of the engine-related community—forums, tutorials, and resources—to learn from others and get guidance along the way.
Ivan: Test your game early and test it a lot, gather feedback and focus on improving the foundation to make your game as solid as possible. Work hard and work smart but most importantly don’t forget to enjoy the process and have fun.
ANY FINAL THOUGHTS?
We would like to thank Construct for such an opportunity to share our thoughts and experience with the audience! It has been an incredible journey, filled with challenges and triumphs. We hope that BioGun will not only entertain players but also inspire them to explore new ideas, spark their creativity, and foster a deeper appreciation for the power of storytelling in games. Thank you for your support, and we can't wait for you to embark on this microscopic metroidvania adventure with us!