Fury Roads Survivor is an extremely well made car chaser game set in a post apocalyptic wasteland with nothing but desert and ruins. It seems you and many others were looking for something of immense value in this barren wasteland because from the moment you start the game you are pursued by numerous vehicles that – given the chance – would ram you and your car into a wall!
Read our full review here.
Today we’d like to share with you our interview with the awesome developer team that brought this challenging, and slightly terrifying (if you’ve just finished watching a thriller movie) game to theand .
Before we start, we’d like to thank Daniele Azara (Head of games at Megalomania) for participating in our interview, and for spending some of his valuable time answering our questions. Thanks Daniele.
Now without further ado our interview begins…
Ok first up, why did you decide to make Fury Roads Survivor?
We’ve been looking at the business model of “Crossy Road” for some time: we wanted to do something similar, something that the player could enjoy without having to pay any money to play the game. Then “Smashy Road: Wanted” came out, proposing the same business model we liked so much. It was perfect, for its immediacy and high engagement potential. We quickly connected all the dots. Being great fans of the post-apocalyptic themed movies of the ‘80s, we thought that combining all these elements would have produced a zany mobile game. That’s how the idea was born!
Cool, so what programming language and or software did you use when making Fury Roads Survivor?
Going mobile doesn’t have so much space when coming to decide what piece of software to use: for and console projects we are UnrealS users, but Unity3D feels like just the right option at the moment for and . Fury (Roads Survivor) is built on the 5.3.3 patch 1 version and we took full advantage of the great improvements the engine has introduced during the last few months. The engine is quite stable, even using several custom plugins like “Sunshine” (amazing to enlighten the huge game’s scene with very low performance issues).
Ok, here is a difficult question. What was the hardest problem you needed to overcome when developing Fury Roads Survivor?
AI was the hardest thing to manage. No doubts. There are no plug-ins out there to make vehicles behave correctly and mobile friendly. So we decided to develop a custom AI attached to the Unity agents and navmesh. At the very start we had lag issues ondevices due to the map dimension, the vfx and sounds number. But we did manage to solve it with in game objects pooling. Now we still have some freezes on a limited number of models, which is annoying and causing a lot of bug tracking and sleepless nights.
A few words to Fury Roads Survivor fans on Edamame Reviews.
Fury has been received very well, so we are expanding its gameplay. Beyond introducing new Vehicles and Gears, we are working hard with the community to enrich the game in the preferred direction without compromising its own soul. In particular, we are about to introduce the Missions expansion, which guarantees more fun, some storytelling, objectives and tons of missions in order to obtain more Oil and fame. We’ve just added Touch and we are bringing this new version to TVOS. There’s definitely the plan to transform the product into a PC/console multiplayer game, which we think could be really fun.
Besides Fury, the Studio is focused in more games: please follow us on our main portfolio!
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