I hope to have one of the classes out by July, but we have so many improvements and additions to make before then, so we'll see. You'll get your hands on them when they're done, and not a moment before. The Skellyman Scoundrel is a female skeleton thief, with acrobatic, evasive, and assassin-style moves. KB: The Dinoman Bruiser is a feral beast, with no magical abilities but huge stats. What can you tell us about them and when will we be able to get our hands on them? GP: So I know that there have been additional classes announced for the game. The inspiration comes from many roguelikes, Shiren the Wanderer and Dungeon Crawl: Stone Soup being the main ones, but also it came from Team Fortress 2, WarCraft III, and Chess. KB: Initially, the idea was "let's make a POWDER clone!" But as I did more research on the genre, (partly thanks to establishing a friendship with GameSetWatch editor and roguelike-guru John Harris) I realized that we could do much better than a POWDER clone. GP: If it's possible to peg it down to one or two things, what was the inspiration for 100 Rogues? The first commercial game I worked on was with a scripting gig on Vicarious Visions' Spider-man 3. I've been programming about a decade, some games, some just pet projects. I landed the job through RIT's co-op program my senior year. Wes Paugh: My role at Fusion is Software Developer for 100 Rogues. Officially, my role is "Lead Designer", but I end up doing a lot of other things, like writing half the game's soundtrack, and making the tilesets and the GUI artwork for the game, as well as a few other odds and ends. The second I realized you could actually "make games," I was plugging away with QBasic, making little 2D shooters and stick-figure fighting games. Keith Burgun: I got into game design in 1993 when I got my first PC. How did you first get into game design and what are your roles at your respective companies? GamePro: Tell us a little bit about yourselves. We got the chance to chat with Paugh and Burgun about the development of 100 Rogues, their inspirations, and some details on future updates of the game. As an employee of Fusion, which has never before been involved in video game development, he formed the more technical side of the team, while Burgun and Reynolds were able to focus on the more artistic elements of the game's creation. Wes Paugh of Fusion Reactions is the title's lead software developer.
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