Minions of Mirth Q&A
8:09 AM | Cord Kruse | 1 comment
RPG Vault has posted the first part of an interview with Josh Ritter of Prairie Games about the company's RPG, Minions of Mirth. The game is a unique combination of single player adventuring and massively multiplayer online gaming. The interview covers a short history of Prairie Games, the Minions of Mirth storyline, and a variety of gameplay related issues.
From the Q&A:
Jonric: What's the story behind the project? Who is Prairie Games, where did your funding come from, and did any other parties participate in development? To read the full interview head over to RPGVault at the link below.
RPG Vault: Minions of Mirth Interview Part 1
Josh Ritter: Prairie Games, Inc. has a development staff of two people, Josh Ritter and Lara Engebretson. I am an industry veteran with over 10 shipped retail titles and a number of engines. Minions of Mirth is Lara's first experience with game development.
Lara and I were self-funded for a portion of Minions of Mirth's development. We took everything we had, including credit cards, and maxed ourselves out. We moved to a remote town in North Dakota to minimize our cost of living. In 2005, we found a partner to assist with the funding. In short, we all took a tremendous risk.
We contracted for some of the game's artwork. Magnus Blikstad of WiT Entertainment single-handedly modeled, textured and animated every character in the game. Minions of Mirth features two hours of original score by Ronald van Deurzen. Christophe Canon of Frogames created clothing and armor textures as well as the world map. Additionally, unlike other games, we roll community modifications into the official version. In fact, Kevin Brown, who was playtesting the OSX version, wrote most of the game's world lore.
Minions of Mirth
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