Hello and welcome to my first official dev-blog post. Now that the game has been announced and is rocketing towards Alpha, I thought it was a good time to start talking about it a bit more, with some "behind the scenes / development blog" posts. Even after 35 years, I'm new to dev blogging, so hopefully these get better as we go along.
Recently, I was looking at a screenshot of the first day or so working on RDRA and thinking about how far it's come. Even though it's come a long way over the months, it's still remained the same game, at heart.
RDRA started after I left Amazon Game Studios and was thinking, "what should I do for my first game?" Knowing it was going to be just me, on my own thin dime, I asked; what can I do, by myself, in a relatively short amount of time, that I would enjoy making? This criteria was very important, since I couldn't employ a team of developers, didn't want to bankrupt my family and should enjoy what I'm doing, otherwise what's the point?
Being as I'm not an animator and can't model characters to save my life, a "Strider or Buffy-like" game was out of the question. I could've done a "Strike" (and probably will eventually), but I wanted try something... different.
At the time, I was playing a lot of Destiny, as well Titanfall 2, and I've always loved platformers; which lead me to the question, "how about first-person Super Meat Boy, that looks like Destiny or TF2?" This seemed like a reasonable thing to execute and wouldn't necessarily require a ton of characters, animations, etc. (or so I assumed)
And from that, development of RDRA was born!
Stay tuned, for more behind the scenes, as we dive into how the game's been built and the pros and cons of solo dev in 2020.
Wishlist Run Die Run Again (RDRA) on Steam:
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About RetroNinja Inc.
Headquartered in Orange County, California, RetroNinja is focused on developing games targeting gamers who crave visceral arcade action/adventure games, on all leading platforms.
Founded in 2020 by industry veteran, Tony Barnes, RetroNinja brings a wealth of experience to the ever-changing videogame industry. With over 35 years of experience, Barnes has created and maintained franchises, revived cult classics and expanded original and licensed IP's, with such high profile titles including; The Strike Series, Star Wars: Episode III, Star Trek DS9: The Fallen, Buffy the Vampire Slayer, Blood Omen: Legacy of Kain, Medal of Honor 2010, and Strider 2014.