The game's story is divided into eight chapters, with players taking on the role of five different characters, who each have their own back story.
(meta data) TITLE: Careers in game development: An interview with Pyrodactyl Games - Unrest Pc (meta data) PUBLISHER: https://www.facebook.com/IGNDIA United States United Kingdom Benelux / Dutch China / 中国 Czech / Slovakia Greece / Ελλάδα Italy / Italia Japan / 日本 Middle East / En Russia / Россия Southeast Asia Spain / España Turkey / Türkiye Game of Thrones: Who Died in the Battle of King's Landing Careers in game development: An interview with Pyrodactyl Games IGN India Videos Destiny 2 Devs on Positive Impact of Microtransactions Original Pokemon Card Set Sells for Over $100,000 Netflix's Live-Action Cowboy Bebop Series Cast Every Major Marvel Comic Character Stan Lee Helped Create ## Unrest / Feb. 10, 2014 # Careers in game development: An interview with Pyrodactyl Games ## A revolution is coming. By Shunal Doke We at IGN India are planning a series of articles on the Indian gaming industry, and we're looking at it from four different perspectives —development, retail/distribution, eSports and game journalism. We'll be talking to people from all of these facets, so you can get a better insight into the world of gaming. So if you work in the Indian gaming industry, and have a story to share (be it good or bad), be sure to hit us up on Facebook or Twitter. First up is Pyrodactyl Games, a Jaipur-based development studio which ran a successful Kickstarter campaign, that helped him fund Unrest. Unrest is unique because it is a story-heavy RPG in a setting that is not often explored by studios—Ancient India. We talk to studio head, Arvind Raja Yadav about the game, his career in development and then the game again. ### Getting into development How did you get into game development? It all started when I was in class 11 where I took C++ as an optional subject. One of my friends made a project with the help of his sister, who was in college at the time. It was a tic-tac-toe game with computer-generated graphics, which made it look beautiful. The rest of our class then asked our teacher how to make something like that. I then used that knowledge to make a trading game and enhanced my skillset using Turbo C++ for my project. In college, I started learning Windows graphics. I was also a part of lots of Half-Life 2 mods like Dystopia. Around 2008, I made my own game about life in college called The A.Typical RPG. From there, I moved on to another game, Will Fight for Food, and now here we are. Pyrodactyl Games is currently working on Unrest The team mostly consists of three people - yourself, Adam DeCamp and Mikk Luige - and you guys are scattered all over the world. How difficult does it get to coordinate the development of Unrest? We have to be very precise with our timings because of time zone differences. Mikk lives in Europe, and Adam lives in America. With me living in India, that makes for three very different time zones. We have to be punctual and end up losing a lot of sleep. We use Dropbox to share big files for development. So far, it has worked well for us, and one thing we did right at the start was draft a schedule for us to meet twice a week at the minimum. Right now, we meet pretty much daily. We need to coordinate our efforts that way. Since you're 24 years-old, what do your parents think about your choice of game development as a profession? They were quite skeptical when I was in second year in college. I remember my dad had bought a laptop, but he didn't let me use it because he was afraid "beta bigad jayega" (we've all heard that one before). So I had to use a very archaic beat up netbook that was given to me by my college. Using that, I won a contest at IndieDB's Top 100 Most Anticipated list. The A.Typical RPG was one of five games in the RPG category. When I won that contest, my dad thought "maybe this game development thing has potential". ##### I would say that you need a playable prototype as fast as possible. You need to start very small. So now they're supportive of your game development venture? Now they're very supportive. My dad still tells people that I make cartoon films, though. He still isn't very knowledgeable about it, but he's still supportive. What would you say to budding developers right now? I would say that you need a playable prototype as fast as possible. You need to start very small. For example, my first games were hangman and tic-tac-toe. Start small and have a bunch of playable stuff. Do you plan on keeping the current crew of Pyrodactyl Games as is for your next project? Right now, we hope so. Some want to stay, but others haven't decided yet. ### Creating the world of Unrest Moving to Unrest, will the whole game be based only inside the fictional city of Bhimra? The city and the surrounding countryside. How far into development is Unrest? At this point, we've finished about 25% of development. The game is divided into eight chapters, out of which, two are finished. Unrest is based on Ancient India Eight chapters divided among four characters, right? There are actually five characters now, which we were able to add thanks to the successful Kickstarter campaign. Judging from the screenshots available on the homepage, the art style seems to have improved quite a bit from the original concept art you had posted during the Kickstarter campaign. Was it because of the successful funding? Yeah. Improving the art style is just a matter of improving the budget. Kickstarter allowed us to improve on it quite a bit. Is there any specific inspiration for what the layout of the city of Bhimra is based on? Mostly, it is from the World City inside Jaipur. We took inspiration from multiple time periods, like the Mauryan era, on which Bhimra is primarily based. We didn't want people to start thinking that Unrest is based on a true event in history, though. That's why we're vague about where and when in India's geography and history the game takes place. This is connected to the Himalayas, judging from the map. The hypothetical region in my head is close to Delhi or Shimla. Bhimra—the setting of Unrest ##### We're inspired by RPGs like Planescape Torment and Baldur's Gate. Is this like Minas Tirith or Helm's Deep in The Lord of the Rings, where the city was a fortress on a mountain to protect itself? Not exactly like The Lord of the Rings, but yes, the concept is sort of based on that. It's close to a small mountain range, like the Aravalli Hills. Not a big range like the Himalayas. How will the game control when it's playable? Will it be completely mouse-based or WASD? It's currently for WASD, with mouse for the interface, but we're planning to add alternative control schemes. Right now, it's halfway playable with an Xbox 360 controller. You can navigate using a controller just fine, but right now, the menus need a mouse to be navigable. Menus need to be very different for controllers and for a mouse-keyboard setup. Do you have a release date? Right now, we're shooting for a May 2014 release. That might change depending on how the development goes, though. We haven't seen any need to push the date back right now. What are your inspirations in game design? Mostly, we're inspired by RPGs like Planescape Torment and Baldur's Gate. Apart from those, this has a little bit of inspiration from adventure games like Monkey Island and Day of the Tentacle. The idea is to combine both of these genres a little bit. The way the story branches and the way characters behave is from the RPG side, but we have stuff like item manipulation that's typical to old adventure games. An example of the conversation system in Unrest Any plans for post-launch content, or will you be directly moving on to a new project once you're done with this game? I am not sure about that. I would like to do post-launch content. Right now there are a bunch of ideas in my head, but that's all they are. It depends on how well the game is received and on player feedback. Is the plot of the game on a smaller scale than the typical 'save the world'? It's more like consequences of something big going on in the background. The city is in the midst of a leadership change. The previous royal family has been assassinated at the start of the game. From then on, it's about how the revolution affects the lives of certain people. You mentioned a fifth character. Can you tell me anything about this new character? The fifth character is a Naga. All four of the previously planned characters are humans, which is what sets this one apart. The Naga in the city's narrative have been made the de facto enemy. Everyone blames them for the problems because it all started when they came around. They, in fact, were just living by themselves and minding their own business. Will its tale be entwined with the other characters' stories? Yes. The Naga character will be a case of seeing how the revolution affects the whole Naga community. They have the most at stake in the conflicts because of how much everyone hates them. They will be the people who deal with the effects of what everyone else decides. I guess that's about all. Thanks for your time. More like this India-based RPG Unrest now on Steam India-based RPG Unrest gets a new trailer Unrest Review ##### Comments
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Unrest (video game)
Plot.
The game takes place in ancient India in a time of great social upheaval. It also contains some fantasy elements, such as the Naga, a race of snakelike humanoids. 
