
Last month, we had the chance to sit down with Geoff Keene, design director at Sandswept Studios to chat about the studios' upcoming game The Dead Linger. In that interview, we focused in on what motivates the development team, discussing where their envisioning of a 'zombie' came from and what forms of zombie media they like to consume (presumably once it is properly dead and prepared to health regulations).
This time around, we're talking about the game itself, discussing some of the features to come in The Dead Linger. The game is at a very early stage and, as such, it's a lot of fun to see what the thought process is like at this point in development.
Without further preamble, the interview!
During development, have you run into any major road blocks? What were they? How did you overcome them?
The largest hurdle we've had in development so far was simply getting the funding to continue doing what we love, hence, the Kickstarter. Kickstarter was the perfect opportunity for us to pitch our game (in early development) to the world, and the response was fantastic, and has helped fund us for the remainder of this year.
What feature are you most excited about adding? Why?
I'm personally most excited for the world generation we have planned -- all the other features I'm excited for are getting added pretty soon, and many of them in 004. After 004, we've got some huge plans for overhauling the way we generate the world, and really start adding some variety to the scenery, from rolling hills, to forests, to small towns, to farmland, to huge cities, and the list goes on and on.
Building a zombie sandbox game is pretty ambitious. Obviously the Minecraft development/sales model worked well for them, what led you to implement this type of model?
We're basically running on the money we have -- a very limited amount -- and we have to have an early, playable, purchasable product in order to keep development going. The amount of people checking out the game and buying it directly influences how long we can continue.
If we waited 2 or 3 years to release, like many titles, we simply wouldn't be able to continue working on it full time.
Keep reading for more on The Dead Linger with Sandswept Studios' Design Director Geoff Keene.