Indie developer Ivan Porrini spoke about the development of B.I.O.T.A - metroidvaniya in the spirit of four–color retro games on the Game Boy

B.I.O.T.A is not only a tribute to the four-color retro games on the Game Boy, but also a unique title in the genre of metroidvania. We contacted its creator, Ivan Porrini, also known as small bros, to discuss his professional path and the process of developing B.I.O.T.A.

From a game designer to a full-fledged indie developer
Before becoming an independent developer, Porrini worked as a game designer in large companies.

One of these jobs was the Italian studio Milestone, specializing in racing.

In 2015, Porrini founded the studio small bros (in which only he works). Initially, he tried to combine his activities with his main job. Then Porrini still quit the company and plunged into independent development.

Creating your own game from scratch and working in an office are completely different things. Porrini was facing difficult times, especially in the last two months before the release of B.I.O.T.A, but this did not bother him.

I used to work in a large game studio, where I experienced much more stress. Factors not directly related to the work were added to the responsibility for the results. For example, the road to the office and back,” he noted. – “I often had to spend 2-3 hours to get home. Then the train was delayed, then something else. So I chose my own project. Yes, I often had to sit up late with him, but there were no disappointments and stress from office work that required full dedication.

B.I.O.T.A development and related difficulties

Prior to B.I.O.T.A, Porrini released his first indie title, Ghostly Matter. A game about a professor destroying ghosts was also a metroidvania.

Ghostly Matter
After Ghostly Matter, Porrini decided to make a game in the same genre, but taking into account the experience gained.

At the same time, he wanted to add a few new things that were not in the previous project.

The development of B.I.O.T.A as a whole took about two years.

I was responsible for creating every aspect of the game except the music. It was written by a composer with whom I collaborated,” the developer commented.

Porrini built the game on Construct 2, a special engine for 2D games, whose functionality is focused on visual programming and is designed for small indie studios. He used Photoshop for graphics, and Bfxr for sound effects.

With such a set of tools, small bros was able to create a special visual style reminiscent of retro games on the Game Boy. However, at first the developer did not plan to give the player the opportunity to change the visual design.

How the character design changed
“One day it dawned on me: since I’m making a game whose palette is limited to only 4 colors, why not give the player the opportunity to adjust the visual range for themselves.

For example, to make it resemble a Game Boy game,” Porrini recalled. – “And since only 4 colors are displayed on the screen, it was not difficult to add more shades to the general list.”

Small bros always starts working on the game by creating a mockup that defines the overall aesthetics of the game. B.I.O.T.A was no exception.

I gradually added characters, a title, a small part of the environment to it. This served as a style guide for me. As soon as I decided on it, the routine part of the work came. I gradually created the chips and situations I envisioned,” Porrini commented.

There were also difficulties in the process, for example, when creating large images for cut scenes and portraits. They took Porrini more time than expected. He noted that in development, a significant part of the problems are discovered along the way. They cannot be predicted in advance.


How the game’s logo changed
“I will give some examples.

It was difficult to place Chinese font and words in the game, or to set up controls for different input devices. It was also difficult to adjust the behavior and movement of enemies, especially bosses,” Porrini explained.

It is worth noting that initially the events of B.I.O.T.A were supposed to unfold on Earth, in a post-apocalyptic reality. However, Porrini doubted that he could convey the right atmosphere, so he moved the scene to a fictional universe in the spirit of low-budget films of the 70s.

Features of B.I.O.T.A

Porrini always wanted to take different mechanics, styles and genres, and then mix them into one game. At B.I.O.T.A, he managed to achieve this goal.

In addition to the visual style, which was highly appreciated by users on Twitter and Steam, the game has other interesting features.

Working on the level design
For example, the gameplay is simplified compared to other metroidvaniyami.

Porrini noted that he wants to be on the same side with the player in this matter.

I wanted to create a more linear metroidvaniya, compared to the classic games of the genre. So that the player focuses on action and shooting, and not on research,” he explained. – “I also experimented on leveling up the characters. Most of the skills and weapons became available initially, as I distributed them among different heroes.”

According to the developer, another important feature of B.I.O.T.A is the gameplay variety. Although the core mechanics are directly related to the platformer shooter, the game also features mini-games with a completely different gameplay.

And, of course, players can customize the graphics according to three different parameters, including the color palette.

This feature has already been seen in other games, but here it is much bigger. Personally, I have not seen such a study anywhere else,” Porrini said.

First results and prospects for the future

Since Porrini knew nothing about marketing, and at the first stages of development the game did not have an active community, he needed help in this area, so the developer turned to the publisher Retrovibe. Working with publishers increased the visibility of B.I.O.T.A before the release.

“It was very interesting to work with a team of professionals,” Porrini explained. – “It gave a sense of significance, that you were working on something serious, and not running around like crazy with your hobby. Collaboration with publishers helped to maintain concentration and motivation until the end of development.”

With the help of Retrovibe, Porrini attracted the attention of the press, bloggers and streamers to his game. They highly appreciated B.I.O.T.A. The gaming community also did not stand aside: now the game has 87% positive reviews on Steam.

Even in negative reviews, there is a useful feedback with which I can improve my game,” Porrini said. – “As for sales, their number coincides with the expected. People still add B.I.O.T.A to favorites. Maybe they’ll buy the game later, on sale.”

Small bros plans to work on additional content for B.I.O.T.A. for a few more months. Then the developer wants to take a short break to recuperate.

And then – the development of a new game, for which, according to Porrini, the first mockup is already ready.

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