Aussie Indie Insights: Nnooo
We check in with Nnooo to see what it has been up to recently.
Nnooo is a small Aussie games studio that's been around for a few years now, launching its first game Pop! alongside the WiiWare service in 2007. Based in Sydney, the studio has worked on several iPhone and Nintendo DS applications, and just launched its latest game: escapeVektor: Chapter 1. For this week's Aussie indie insights, we managed to catch up with Nnooo's creative director Nic Watts to talk about its upcoming DSiWare game Spirit Hunters Inc.
Founded: 2006
Location: Pyrmont, Sydney, Australia
Team members: four
Current projects: Spirit Hunters Inc: Shadow; Spirit Hunters Inc: Light; other unannounced projects
If you had to talk to someone about your game who has never heard of it before, how would you describe it in one paragraph?
Spirit Hunters Inc is an augmented-reality social RPG, where you become a member of Spirit Hunters Inc and are tasked with battling and capturing spirits, which are hiding all over the real world. Wherever you go with your Nintendo DSi or Nintendo 3DS, you can pop it open and scan for spirits. There are 96 different spirits hiding all over the world. Can you hunt them all down?
What challenges did you face while developing the game?
Spirit Hunters Inc is probably the most ambitious and technically challenging game we have made to date, even more so as it is pretty much the work of two people! The hardest areas for us were the augmented reality…tying the position of the spirit and all the special effects into where the camera is looking, creating interesting and diverse-looking spirits, and then making it all fun!
As the Nintendo DSi is not the most powerful machine, we are really pushing it to its limits. We have to analyse each frame that comes in from the camera, and compare it to the previous one, just to create the augmented reality. Then we have to place the spirits and effects in the world, and overlay them on the camera so it all looks great.
Once we had this system working, we then worked hard to utilise the Nintendo DSi's unique hardware to make what the player does interesting. This resulted in a heap of different interactions when battling. You can slash foes; flick a fireball at them; draw a flaming wall around it to trap it; tap and hold onto a spirit to drain its life; and tap, hold, and avoid a spirit to cast explosions. We make use of these types of interactions to create over 60 unique abilities split between six elemental types: fire, ice, fungal, light, shadow, and water.
It has been really tricky tying all of this together and ensuring that we have a clear, easy-to-learn, fun game, which also has a lot of depth!
Bite-sized games are a great way for developers to experiment and try something new. Describe to us something that's unique to your game.
Our use of augmented reality and overlaying the player interactions is something we don't think has been done before. Being able to pop open your Nintendo 3DS; scan the area; and then start to battle a spirit by flicking, slashing, and drawing etc, is something never seen in an RPG to date.
We hope that kids and adults all around the world will get really excited tracking down different spirits from all over the world!
Hot Stories
Newsmakers
-
Biden: No legal problem with taxing violent games
United States Vice President Joe Biden believes there is no legal restriction on ability to tax violent media. Full Story
- Posted May 13, 2013 8:50 pm GMT
-
Just Cause dev promises 'holy f**king sh**' moments in future games
Avalanche Studios co-founder says developer's ambition is for action, not moments that make players cry; steampunk-style game on hold. Full Story
- Posted May 15, 2013 2:33 pm GMT
Featured Stories
-
Bungie shoots down Destiny for PS Vita rumor
Developer confirms image suggesting version of upcoming shared-world shooter in development for Sony's latest portable is a fake. Full Story
- Posted May 16, 2013 1:08 pm GMT
-
Ubisoft planning to release games more frequently
Assassin's Creed and Far Cry publisher says its network of 26 studios and over 7,000 developers will allow company to ship major franchises more regularly. Full Story
- Posted May 16, 2013 12:42 pm GMT
-
Metro: Last Light dev responds to workplace conditions claims
4A Games creative director Andrew Prokhorov thanks Jason Rubin for telling the studio's story, but says, "We deserve the ratings we get." Full Story
- Posted May 16, 2013 8:44 pm GMT
-
EA opens DICE LA to make Star Wars games
DICE head would also like to poach top talent from rivals Infinity Ward and Treyarch. Full Story
- Posted May 15, 2013 11:28 am GMT
-
EA dropping Online Passes - Report
Future EA games won't require Online Passes; the service is being scrapped after tepid player response. Full Story
- Posted May 16, 2013 4:28 am GMT





