Our interview with the Creative Endeavor Team, the developers of Hooked Inc: Fisher Tycoon!
As usual, we were not hired or paid to feature this game. If it’s bad, we’ll tell you it’s bad.
Clicker games are likely the most hated games in the history of gaming. With almost no middle ground. (i.e. you either love them, or you hate them.) There don’t seem to be all that many adults who can understand the joy that can spawn from aimlessly tapping on the screen of your device…
Today we would like to share our interview with the developers of Hooked Inc: Fisher Tycoon. The first fishing game your Dad may actually find addictive… You can check out our review of Hooked Inc: Fisher Tycoon here.
Before we start we’d like to thank the Creative Endeavor Team for participating in our interview and for answering some of our geeky questions! Thanks guys!
…and without further ado, our interview begins…
Ok first up, why did you decide to make Hooked Inc: Fisher Tycoon?
Hmm, hard question! We were about to make a multiplayer action game, but we decided it would be too much of a task with the budget we had. A clicker game, on the other hand, didn’t demand as many resources. …or so we thought…!
We experimented a bit and ended up with a fishing theme because we felt it would be different enough and would give off a nice soothing “feeling” with sounds, colors and swiping.
Is this the world’s first clicker game we can safely recommend to all the Dads of the world?
Haha yes and no! It’s awesome for Dads, but they need to make sure to keep the little ones away from the Gem Whale (the most expensive IAP in the game!) 😉
What advice would you give a new player (or Dad) trying Hooked Inc: Fisher Tycoon for the first time?
Don’t collect your fishing experience too soon!
Ok, now for some geeky questions. What programming language and or software did you use when making Hooked Inc: Fisher Tycoon?
We used Unity3D to create the game. Overall it worked great, but the version we are using (5.5.0f3) has a critical bug causing crashes upon start-up for some devices. 😞
Here is a difficult question. What was the hardest problem you needed to overcome when developing Hooked Inc: Fisher Tycoon?
The hardest problem at the start was reducing draw calls. Since there’s a lot of different sprites in the game we needed to make sure we optimized accordingly. Martin, the designer and graphics dude, built a lot of the characters, boats etc by re-using the same sprites and coloring them differently.
All the boats are really made up of 2D sprites, but look 3D thanks to the clever usage of sprites and animation. I (Rasmus) the programmer, was a bit naive (and lacked time) regarding the Tournament-part of the game. We didn’t expect 20k+ people to join the same tournament, which caused some reaaaally heavy lag. The download and serialization of 20k on a mobile phone takes quite some time, especially when you don’t thread it. Doh!
Last question. Where do you get your inspiration or ideas from?
For this game, we wanted a nice, soothing, warm feeling that would keep the user playing forever. And where’s the best place for that? On some exotic water of course!
A few words to Hooked Inc: Fisher Tycoon fans on Edamame Reviews.
At the moment, our top priority is Hooked Inc and we are looking into adding some new fishes and completely new features like special items for crew members. And of course, bug fixes!
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