Ask the Developers
#1
Hi Dollar Dash fans,

Feel free to speak with the Developers of Dollar Dash directly through this thread.
Ask them if they are a robber?
Ask them what they have had for breakfast?
Ask them what their favourite colour is?
Seriously, ask anything!

... just remember to be friendly Wink
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#2
actually i have a question!

What did you find the hardest task in the entire project?
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#3
(31-01-2013, 04:21 PM)MrAltF4 Wrote:  What did you find the hardest task in the entire project?

For me as programmer of Dollar Dash the hardest tasks were implementing menus and fixing bugs. Coming up with a new idea for a weapon, implementing it and playtesting was real fun, but fixing a bug somewhere in the menu was just hard works, but a necessity.
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#4
Kalypso announced the game for autumn 2012. Why do you release it later?
Alles rund um Anstoss inklusive über 300 Downloads und ein eigener Online-FM nur auf http://www.anstoss-jünger.de (Anmeldung erforderlich)
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#5
(01-02-2013, 10:07 AM)dAb Wrote:  Kalypso announced the game for autumn 2012. Why do you release it later?

Hi dAb,

we simply underestimated the complexity of an online multiplayer game. We also added some xtra work with Drop-In-Out, Local Mulitplayer and the mix of local and online multiplayer (multiple local versus online player). It took longer to do it properly on all three platforms (pc, xbox, ps3) than we thought and that is what we want. As gamers we want games, which don't annoy us with bugs, connection issues, bad user interfaces,..., So we needed some more time to provide the best possible experience to you.

Claus
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#6
(01-02-2013, 02:51 PM)Candygun Claus Wrote:  We also added some xtra work with Drop-In-Out,

If you don't mind me adding some emphasis on the "Drop-in Drop-out" feature! its such a great feature!

Claus,

What was your favourite feature to create?
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#7
(01-02-2013, 04:20 PM)MrAltF4 Wrote:  What was your favourite feature to create?

Hi MrAltF4,
One of my favourites is the Nuke. It is a big rocket which makes a really big explosion. I created it on my own. No one else in the team knew about it.
In our next playtest after creating it I picked it up (using a little debug cheat) and nuked the other candygunners Smile They looked really surprised and after a short state of shock a infernal nuclear war started and we had a lot of fun for the rest of the day. Yeah! Mission accomplisehd!

My tip: Disable all weapons and powerups except the nuke.
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#8
(01-02-2013, 09:55 AM)Candygun Claus Wrote:  
(31-01-2013, 04:21 PM)MrAltF4 Wrote:  What did you find the hardest task in the entire project?

For me as programmer of Dollar Dash the hardest tasks were implementing menus and fixing bugs. Coming up with a new idea for a weapon, implementing it and playtesting was real fun, but fixing a bug somewhere in the menu was just hard works, but a necessity.

From the art side the menus were also one of the hardest tasks in DD. Especially the multiplayer lobby was a challange to design - because it had to easily accessible and to look simple on one hand and on the other hand it's quite complex.

(01-02-2013, 04:41 PM)jonnyhales Wrote:  I read that Gaming Excellence voted Dollar Dash as best digital game from E3 2012. Was this a complete surprise and how did you feel?

Being voted as best digital game of E3 was indeed a big surprise! We knew that Dollar Dash would be fun to play be we did not know how much they would enjoy the game! This vote gave us a big push while developing Dollar Dash.

One thing that also pushed me a lot was playing the game with people at the GamesCom expo last year in the Kalypso booth!
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#9
What was the latest time you left the work?
Alles rund um Anstoss inklusive über 300 Downloads und ein eigener Online-FM nur auf http://www.anstoss-jünger.de (Anmeldung erforderlich)
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#10
(04-02-2013, 12:23 PM)dAb Wrote:  What was the latest time you left the work?

I think the latest was 11pm, but only a few times. Normally we leave between 6 and 8 pm.
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#11
(04-02-2013, 01:24 PM)Candygun Claus Wrote:  
(04-02-2013, 12:23 PM)dAb Wrote:  What was the latest time you left the work?

I think the latest was 11pm, but only a few times. Normally we leave between 6 and 8 pm.

Yeah, the same for me (and for the rest of the team). We rather like to plan ahead rather than to work nights through for last minute changes... So far our schedules worked quite good...
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#12
(14-02-2013, 05:56 PM)JThayer Wrote:  How long did it take you to come with the idea of dollar dash?

When we started our first prototype of the game, the idea was to make a game, where you play a group of thieves with different abilities who have to break into a large bank and rob the money together. In the very first prototype we playtested here in our office, guards were patroling through a level with a lot of money in it, two weapons were available (tazer and beartrap) and multiplayer support. We started to play and soon realized that it wasn't that much fun to work together, because due to a bug it was possible to stun the other player with the tazer and the beartrap, which was way more fun! So we ended up running around and tried to pickup as much money as possible and stun the other players.
I think it took two to four weeks to change the concept.

(14-02-2013, 05:56 PM)JThayer Wrote:  How long did it take to make it?

If I remember correct we started in November 2011 with the first prototype.

(14-02-2013, 05:56 PM)JThayer Wrote:  What is your favourite part of the game?

My favourite part is the local multiplayer. Sitting next to the other players in this multiplayer mayham is a lot of fun. We had a lot of great matches during developing.
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#13
(15-02-2013, 10:43 PM)Jurjee Wrote:  How big is the team behind the game?

We at Candygun Games are a small team. We are just five people in the core team: Andreas, who does most of the art stuff, Chris who is responsible for all animations, Jens who creates insane ideas and levels, Roger who takes care of all the additional stuff like localization, QA, PR, ... and Claus the lonely programmer. You can find a picture of us at www.candygun.de. Additional to these five people we had some help from Nick and Christoph, who did a great job in QA and Tobi, who helped to find some really really nasty bugs.

(15-02-2013, 10:43 PM)Jurjee Wrote:  Will there be some kind of team multiplayer and/or more then 4 players?

No. We did playtests with more than 4 players, but it wasn't more fun. It just was more chaotic, too crowed and pure random who won the match. That's why we decided to support a maximum of 4 players and make great levels for 4 players. After this decision we also tried some team game modes. We tried something like a ctf mode and our normal modes in teams, but because of the 4 player limit the teams are really small, just two player. With only two player in a team you have only a limited choice of tactical possibilities, but you need a lot of options to make a great team based gameplay.

(15-02-2013, 10:43 PM)Jurjee Wrote:  Will we be able to create our own maps? Or even modding?

I am very sorry, but I have to say no again. We are only a small team with one programmer. It is too much work to support these features for us.

(15-02-2013, 10:43 PM)Jurjee Wrote:  When can we pre-order?

I don't know. Someone from Kalypso has to answer this question.
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#14
(19-02-2013, 09:28 AM)Inside View Gaming Wrote:  What was your inspiration for the game?

The danish film series "Olsen Gang" was one source of inspiration for the original idea of the game, later in development it changed a little bit, because the game mechanics changed. Also Bomberman and Worms Armageddon as great local multiplayer games have been an inspiration.

(19-02-2013, 09:28 AM)Inside View Gaming Wrote:  What was the most enjoyable part of creating the game?

The most enjoyable part of creating the game was coming up with new crazy ideas for weapons and playtesting them Smile We had a lot of fun here in our office.
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#15
What are the similarities with Bomberman?

ROBBER COMP
Alles rund um Anstoss inklusive über 300 Downloads und ein eigener Online-FM nur auf http://www.anstoss-jünger.de (Anmeldung erforderlich)
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#16
(19-02-2013, 11:53 AM)dAb Wrote:  What are the similarities with Bomberman?

Four player local gameplay in a level which fits on the screen and fighting each other!
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#17
(24-02-2013, 03:15 AM)MyNameIsMiro Wrote:  Do you plan on continuing support after the game comes out through patches and/or DLC?

Looking forward to this game!

ROBBER COMP!

(18-02-2013, 10:25 AM)Candygun Claus Wrote:  
(15-02-2013, 10:43 PM)Jurjee Wrote:  How big is the team behind the game?

We at Candygun Games are a small team. We are just five people in the core team: Andreas, who does most of the art stuff, Chris who is responsible for all animations, Jens who creates insane ideas and levels, Roger who takes care of all the additional stuff like localization, QA, PR, ... and Claus the lonely programmer. You can find a picture of us at www.candygun.de. Additional to these five people we had some help from Nick and Christoph, who did a great job in QA and Tobi, who helped to find some really really nasty bugs.

(15-02-2013, 10:43 PM)Jurjee Wrote:  Will there be some kind of team multiplayer and/or more then 4 players?

No. We did playtests with more than 4 players, but it wasn't more fun. It just was more chaotic, too crowed and pure random who won the match. That's why we decided to support a maximum of 4 players and make great levels for 4 players. After this decision we also tried some team game modes. We tried something like a ctf mode and our normal modes in teams, but because of the 4 player limit the teams are really small, just two player. With only two player in a team you have only a limited choice of tactical possibilities, but you need a lot of options to make a great team based gameplay.

(15-02-2013, 10:43 PM)Jurjee Wrote:  Will we be able to create our own maps? Or even modding?

I am very sorry, but I have to say no again. We are only a small team with one programmer. It is too much work to support these features for us.

(15-02-2013, 10:43 PM)Jurjee Wrote:  When can we pre-order?

I don't know. Someone from Kalypso has to answer this question.

You can preorder the Steam version now here. You will even save 15%: http://store.steampowered.com/app/214320/

(24-02-2013, 03:15 AM)MyNameIsMiro Wrote:  Do you plan on continuing support after the game comes out through patches and/or DLC?

Looking forward to this game!

ROBBER COMP!

We cannot talk about details yet, but there will be definitely something...
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#18
Will there be leaderboards? What about maybe cross plattform multiplayer games?

best regards! Big Grin

ROBBER COMP
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#19
(25-02-2013, 03:38 PM)linkenetworx Wrote:  Will there be leaderboards?

Of course there will be leaderboards! We want to know who is the best of all thieves around the world!

(25-02-2013, 03:38 PM)linkenetworx Wrote:  What about maybe cross plattform multiplayer games?

Sorry, no cross plattform multiplayer.
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#20
Are you thinking about porting the game to Android someday?

ROBBER COMP
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#21
(25-02-2013, 04:23 PM)linkenetworx Wrote:  Are you thinking about porting the game to Android someday?

ROBBER COMP

Not yet, but maybe some day...

(26-02-2013, 01:01 AM)icametokill2o9 Wrote:  How do you plan on supporting Dollar dash after it's release? How long do you plan on supporting it?

ROBBER COMP

As long as you challenge us we will battle you online... Tongue
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#22
(26-02-2013, 01:01 AM)icametokill2o9 Wrote:  How do you plan on supporting Dollar dash after it's release? How long do you plan on supporting it?

ROBBER COMP

This mainly depends on how popular the game will be. We'd love to add some new content via DLC and also patches to make the players happy. The more players the game will have, the more possibilities we have to support it in different ways.
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#23
Hey,

awesome game you made there Big Grin So have the winners of your competition been chosen yet?

Best regards,
Linke

Keep ob ROBBER COMPing Tongue
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