INTERVIEW – Rain Tactics: Introducing Lotfi Yelles and the title

Q: Could you introduce yourself? (name, age, education, etc.)/ What is your role in Ervya Stydios and on Rain Tactics?
– I am Lotfi Yelles, founder of the Ervya Studios and developer of Rain Tactics. I’m an aerospace engineer by education, mainly work in business management and spend part of my time developing videogames!

Q: How did you get the idea for the game? What were your influences during development?
– The concept for Rain Tactics came from a long iterative process taking into consideration three elements : 1. what game would I like to play, 2. what kind of game am I capable of developing and 3. What would make a unique concept.
Making a tactical RPG was quite obvious given my love for that genre (and my familiarity with the game mechanics). The idea of doing a roguelite probably comes from the fact that I was playing Hades at the time, and that the « short sessions » system it enacts was fairly satisfying.

And so with all these elements combined, I ended up with the concept of an invincible god who desperately wants to die. And that concept takes the shape of a tactical RPG with roguelike elements.

As for the main influences for the game, the combat mechanics are heavily inspired by the first Fire Emblem games. The setting itself is cyberpunk similar to what you could find in ShadowRun game.

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Q: How did the development go and how much time did it take? How many people worked on the game?
– The development of Rain Tactics started in Q1 2023. I’m the main developer of the game, handling conception, prototyping, level design, etc. I work with freelancers for elements. I cannot handle myself, such as character portraits or the soundtrack.

Q: How many hours will Rain Tactics last? What about its replayability?
– Since Rain Tactics is a roguelite, a « run » should last around 1h30 to 2 hours. However, main characters’ story will only reveal themselves through multiple runs. So the replayability should be pretty high since in every run, the player will be able to:
– pick a different team of Avowed
– choose a different through the city of Shavanath
– face different level configurations and get different bonuses

Q: If you had to do something differently during development, what would it be? Do you have anything limiting you?
Rain Tactics is my first videogame. I made the choice of doing a lot of things myself for budget reasons and to learn the ropes of the trade. This can slow things down but in the end helps me have a very good grasp of how to make a videogame from scratch, which is invaluable for the future. And it’s also very gratifying on a personal level.

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Q: The videogame world is quite saturated, what would make your game stand out? WHat makes it different from other tactical RPGs?
– I sincerely think that what makes Rain Tactics stand out is its very own concept. The fact that you follow an invincible god wanting to die and have a game mechanic that transposes that wish in the game makes it unique.

But in practice, what does that mean? Winter is invincible, which means that he can tank through all his adversaries and his own attacks are devastating. However, relying on Winter too much could lead to a quick « game over », as he would lose control and destroy the whole world. So you have to call upon your champions, the Avowed, to face most of the enemies. That’s where all the tension comes from: you have to manage Winter’s self-control while trying to keep his Avowed alive during the course of the game.

Q: When are you planning the 1.0. version? Why didn’t you choose to go with an Early Access or a Kickstarter campaign?
– It’s always difficult to estimate this kind of thing as the development of a game can be subject to various events. I’d rather not answer that question. But I can easily say that the game still needs at least a year of development, so it won’t be for tomorrow.

I could potentially consider an Early Access or a Kickstarter Campaign if it makes sense (especially since the game is a roguelike, it will need a lot of tweaking and balancing). What’s most important for me is to get as much feedback as possible before the game comes out. So you need to go and play the demo that’s available!

Q: Will you have a level editor? Will you support modding? Have you planned for an expansion or another game entirely?
– One thing at a time. To release Rain Tactics will be a great accomplishment already.

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Q: Since we are a RPG website, here is our favourite question: what’s the definition of a RPG according to you? What is your favourite RPG and why?
– For me, an RPG is a game that will immerse the player in a long story where they’ll be able to follow a set of characters who will evolve throughout a heavily narrated game. Said evolution will be shown via the story but also via game mechanics, with character abilities evolutions that materialize the achievements the characters accomplished.

As for my favourite RPG, I have several in mind. But if I can only mention one, I’d say Xenogears on PS1 (yeah, I know, I’m not that young anymore). The game really is a masterpiece, despite it’s rushed and botched CD2 (and I think this is partly what gives the game its aura). It has a deep scenario that blends sci-fi and religion, complex and lovable charcaters, an insane and unique combat system, the Gears, a great soundtrack and a nice « anime » visual style. In short: an unforgettable experience for everyone who ever played the game!

Thanks a lot, Lotfi Yelles, for the time you’ve given us!

Vincent - Goat Buster
Vincent - Goat Busterhttp://goatbuster-translations.com/
Rédacteur erratique mais toujours passionné, fan absolu de RPG depuis toujours. Je défendrai le premier Witcher jusqu'à ma mort. Également traducteur professionnel toujours à l'écoute, n'hésitez pas à me contacter au besoin ! Mon site personnel : http://goatbuster-translations.com/
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