Kickin’ It With Raindrop Studios – Raindrop
Survival horror is a genre I enjoy playing, and there is a new indie developer working on a game that could bring something unique to this beloved genre. We sat down with the folks from Raindrop Studios to talk about their new game Raindrop
4cr: Thanks for joining us. In order to get started, could you please introduce yourself to our audience?
Hi, my name is Nihad Nasupovic. I am the original founder of Raindrop, which started out as a HL2 Modification. Currently I work at the cross media agency Maxomedia as a screen, graphics and motion-designer. I have been working for the last 3 years in the advertisement industry creating motion graphics, renderings, spots, station-IDs, screen-designs,web-designs, posters, books, and games. The most recent game I’ve worked on was an online-browser game for Unity3D called “Tricky Tracks” which was conceived for the Swiss federal railways by Maxomedia.
And my name is Max Ramirez and I developed Raindrop. I’ve been working on this project for quite some time now, and have learned a tremendous amount throughout the years. Before Raindrop, I worked in multiple roles within the video game industry for around 3 years. I am an avid autodidact, and can quickly teach my self any thing I dedicate my time towards to. I have a passion for learning, and sharing my wealth of knowledge, which pushes me daily towards accomplishing my goals.
4cr: Raindrop is described as a environment driven survival horror game, which on paper sounds very interesting. Can you please describe your vision for Raindrop?
We are committed to delivering a cinematic story driven experience while challenging players to engage in critical thinking skills, rather than having the user mindlessly run through a non-challenging game. We want the player to explore every single corner of the each map, and discover the world that we’ve built for them.
4cr: How long has Raindrop been in development?
Raindrop has been under development for around 5 years during our spare time. During our source modification days, we’ve collectively invested around 4 years, which is the majority of the development period. Recently, we’ve switched over to Unity3D, and since then we have monumentally increased our speed with production and development.
4cr: So it’s only the two of you who will be working on this ambitious project, or are the funds going to be used to hire more people?
Currently we both have worked on this project independently, driven solely by our own will to push the envelope in all aspects of development. We are proud to have gone this far to achieve such a polished version of what we have envisioned. However, at this point, it is time to seriously expand our team in order to fully deliver our expectations. The majority of the funds will be used for acquiring additional assets and hiring a few additional staff members that are as passionate as we are about Raindrop. The project has been titled overly ambitious by many, mainly because of the size of our team and the target we wish to hit. But, what people must understand, is that we aren’t going to develop this alone. The reason for the kickstarter is to acquire initial funds for development, attract talented contributors, and attain an awesome group of followers in which we will use to assemble a great game. We are nowhere near delivering a full game, which is why a lot of game play mechanics and puzzles are at the conceptual stages. However, our environments are well polished and range in variety and size. In other words, we have created the world, we just need to piece together the game now.
4cr: The assets from the game that have been shown look very high quality and really help bring players into this dire situation. Something that seems to be possible is to customize objects into unique items with diverse properties, is that something that Raindrop will offer?
Raindrop will allow players to gather various items, which are scattered across the environment. The majority of all props within the environment are completely interactive and are part of a large tech tree. By simply attempting to piece together specific items, whether you know the desired result or not, players will experiment with the crafting system. Schematics give detailed instructions on how to either modify or create new items from different objects. This doesn’t only apply to weapons, or vehicles, but tools will also be an essential craft-able item in order to solve various puzzles.
4cr: With a goal of $144,000, you’re aiming to first release this on PC and Mac. Since you’re developing the game on Unity, have you considered porting the game to consoles (Wii U, PS4, XBO)?
Currently, with our initial goal, we are just aiming towards releasing Raindrop on PC, MacOS, and Linux systems. We would like to port Raindrop to a range of consoles, but that requires a large amount of time, research, integration, testing and funds, which we don’t have at the moment.
4cr: Thanks you your time. Want to add anything else before we go?
We would like to thank every single person who has ever taken a minute of their time to look through our project. Hell, if you backed us, we are in your debt forever. We have invested a staggering amount of time and energy in all aspects of this project, and by releasing our work in progress at this stage, we realize there’s still a lot of work to be done. However, with the hugely positive energy and feedback, combined with the great connections we have made during this campaign, there is not a single doubt in our minds that we can more than deliver this extraordinary adventure!
It sounds like you’re definitely dedicated to accomplishing your vision. We wish you the best of luck and look forward to seeing what Raindrop looks like in the coming months.