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Got some Q’s you’d like the devs behind the game to A? Join the team behind Crypt of the Necrodancer for a special forum Q&A session!

A gamedev duet from Brace Yourself Games, Ryan and Heather, are here to answer all your pressing questions about the game, the life behind game development, or their favorite cat video of all time, from from 8pm GMT to 10pm GMT (click the times to check when that is in your time zone).

Here’s a short bio of our guests to give you something to start off with:

Ryan (Creator/Designer, BraceYourselfGames)
-- Has been creating independent games professionally since 2004, including games like IncrediBots
-- Started programming games as a hobby when he was 6
-- Designed Crypt of the NecroDancer by accident, with help from Michael Jackson

Heather (Community Manager/Producer, BraceYourselfGames)
-- Been working in video games for over 10 years.
-- Designed her first board game in middle school, but gave up that lucrative career due to homework demands.
-- Office mates include 1 dog, and 2 cats.


Now that our Crypt of the Necrodancer guests have been introduced, we’d like to remind you our Q&A rules for this Q&A to work as smoothly as possible:

Not all questions might get answered during the Q&A. This means your specific question might go unnoticed or unanswered, but feel free to read along anyway and hang out with us - it’s gonna be fun anyway!
Be nice. This means no abuse, harassment, name-calling and the like.
Don’t spam or take over the thread to go off-topic. This will help us all keep track of incoming questions and help you get the most out of this event - and keep our guests involved!
Try to look through some recent questions before asking a new one. If the Q&A has been going on for a while, it’s likely your question has already been addressed.
Try to keep it about Rampart. Just kidding, we’re sure the devs have lots of subjects aside from Crypt of the Necrodancer that they’d love to have a chat about with you guys!

Let’s get this show on the road!
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mynameismunka: How do yall fell about coda being beaten already? (twice! at least) And did yall see the video of it?

What kind of shampoo does dove use?
It's awesome! It happened faster than I thought, which is amazing :) And yes I saw the video!

As for Dove's shampoo, a little birdie told me not to answer that question :P hehe
thanks for comming on this is the second dev Q&A ive been on from GOG.
Despite trying keep 1 little one from waking up the other one its been very intresting.

Now just for dance pad & get some embarrassing pics of my little girl for when she is older.

Still havent forgiven my parents for the brown flared suede page boy outfit complete with bow tie & frilly shirt.


Thanks again & GL with your next endevour
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vicklemos: Hi!
Will your next game be something as crazy as this one?

Cheers!

ps: thanks for prompt linux support! :)
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NecroHeather: We can't share any specifics yet, but you can bet it will be a lot of fun!
Whoa what a thrill! Glad to see devs here, along with the fans.
Damn that's a great attitude, honorable and we all love it.
Thank you!
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NecroHeather: We can't share any specifics yet, but you can bet it will be a lot of fun!
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BraceYourselfGames: Yes, next game will certainly not be normal, but it likely won't be QUITE as insane as NecroDancer ;)

And we are happy to support Linux gaming! Thank you for supporting our support, vicklemos! Hehe.
Y'all got me more and more excited!!
And a HUGE thank you for linux support. We're out there, and we need more love and caring from everyone :P
ps: gonna test this baby tonight, just waiting for my favorite tv show to end :P
Post edited August 18, 2015 by vicklemos
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Experiment513: Which tools did you use to create this game? (Programming language, animation software, etc) :)
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BraceYourselfGames: We used MonkeyX and C++ to code it. Ted and Jesse used Photoshop for all the art. Danny used Cubase for the music! Not sure what tools Kevin uses for audio...
Thanks for pointing it out, I've never heard of MonkeyX before. And it's open source!
Missed the Q/A but hoping this'll get read.

First off, Crypt of the Necrodancer is blowing my mind. I've always liked parts of roguelikes, but never did it come together quite like this one. The addition of rhythmic turns, floor progression with minibosses/bosses/stages, and enemy patterns that give it a tactical edge make this a game that I find myself keep coming back to.

As far as questions, Necro first came out for Early Access. How did that process help shape the design of the game? What feedback did you take? And how did you sift out what to implement vs. the noise? Just curious about that, since most people here are anti or skeptical of Early Access (myself included).

Thanks for making it, and thanks for bringing it to GOG! I'm glad I waited.
Can any of the Necrodancer devs help me with this issue?

Every time I try to launch the game on Win7, it returns the error message, "NecroDancer.exe has stopped working." Here is a screenshot: http://static02.gog.com/upload/forum/2015/08/8ddd90792fc4362153498be5ceb372bea39daff4.png
Post edited August 18, 2015 by IronArcturus
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IronArcturus: Can any of the Necrodancer devs help me with this issue?

Every time I try to launch the game on Win7, it returns the error message, "NecroDancer.exe has stopped working." Here is a screenshot: http://static02.gog.com/upload/forum/2015/08/8ddd90792fc4362153498be5ceb372bea39daff4.png
Hi IronArcturus! I replied to you on that thread.
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thuey: As far as questions, Necro first came out for Early Access. How did that process help shape the design of the game? What feedback did you take? And how did you sift out what to implement vs. the noise? Just curious about that, since most people here are anti or skeptical of Early Access (myself included).
Thanks for your kind words thuey!

We really built up our fan base in early access and got a lot of great feedback. I think the areas we got the most value out of early access were in those of balance. Our players helped us fine tune weapons, enemies, etc. As well having people willing to share the bugs they found with us was invaluable.

Another reason Early Access worked well for us is that Ryan was committed to sharing our process and making sure that players had access to our build notes so they knew exactly what changed with each new build. You can still check them out on our forums if you are curious.
Post edited August 18, 2015 by NecroHeather
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NecroHeather: Hi IronArcturus! I replied to you on that thread.
Hi, I've replied back here. I really hope this issue can be fixed!
I guess this one is for Heather, if she still checks this thread out.

How do you feel about eventually helping create a CotN-themed digital board game, in the vein of the Witcher adventure game? It'd be an instabuy for me on GoG :)

And another one, do you know of any other games with a constant rhythm like CotN, because I can't really play non-constant rhythm games?

Finallly, much thanks for the 250+ hours of entertainment I've gotten from CotN to all <3
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priestlyjudas: I guess this one is for Heather, if she still checks this thread out.

How do you feel about eventually helping create a CotN-themed digital board game, in the vein of the Witcher adventure game? It'd be an instabuy for me on GoG :)

And another one, do you know of any other games with a constant rhythm like CotN, because I can't really play non-constant rhythm games?

Finallly, much thanks for the 250+ hours of entertainment I've gotten from CotN to all <3
I think a board game of NecroDancer would be awesome! It be something I'd like to see designed from the bottom up. Physical game first and then translated to the digital world. There are a lot of interesting design questions to be answered that way.

You know I'm not sure. So many rhythm games are music based (as we are) but I think the difference is that we very specifically went for very regular rhythms. I haven't tried it yet, but I've been interested in checking out Geometry Dash.

Thanks so much! Super glad you are enjoying it. :D
is coda a demon or human
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minionbob: is coda a demon or human
Most of Coda's story is a mystery, but I can definitely tell you that she is not human.