Fractals of Destiny Interview – Krakatoa Studio Interested In Console Launch

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Our interview with Krakatoa Studio explores the choice behind using Unreal Engine 4, future updates for Fractals of Destiny, and more.

Story Highlight
  • Fractals of Destiny is inspired by both classic and modern RPGs.
  • This is the first major release from Krakatoa Studio, an indie team from the Philippines.
  • We spoke to the studio’s CEO in an interview and discussed various details about the team’s recent launch.

Fractals of Destiny presents a classic RPG narrative of good and evil, offering a unique twist on the formula. Instead of committing to a classic style or a modern action RPG approach, this RPG merges the two styles.

Developer Krakatoa Studio boasts an epic fantasy tale featuring protagonist Zerva, who finds herself in the middle of a century-long battle across the universe. This setup becomes the catalyst for gameplay mechanics like the Talent System.

To delve more into the experience, we spoke to Krakatoa Studio CEO Pandu Putra, who discussed elements like inspirations behind the project, the team’s future goals, and more.

Fractals of Destiny
Fractals of Destiny Features Semi Open-World Exploration
What are the central themes of this fantasy world?

Pandu Putra: In “Fractals of Destiny,” the central themes revolve around exploration, adventure, magic, and sci-fi. The game immerses players in a rich fantasy world where they navigate through intricate landscapes, encounter diverse characters, and embark on quests that shape the course of their journey.

Can you tell us more about the protagonist Zerva?

Pandu Putra: Zerva is a half-god, half-human daughter of Delharsa (the previous leader of the United Alliance). During the Great War between galaxies, Velixar Azhartus and the Light Empire, both her parents died. She was then raised and nurtured by her brother and sister-in-law (Herion and Vion, the current leaders of the United Alliance).

At a very young age, she managed to defeat the enemies of the Light Empire. Zerva was immediately appointed as the supreme general of the United Alliance, leading the other generals. In a short time, Zerva and her troops had defeated both factions, bringing the universe back to its peaceful days.

During that time, Zerva met Eldran (one of the generals of the United Alliance) and became very close. However, suddenly, Eldran dies on one of his mysterious missions. The death of Eldran made her decide to vacate her duty.

Zeranos and Anum’RA from the two warring factions have driven the universe to the brink of extinction. What is the central conflict between these two? The conflict between Zeranos and Anum RA arises from their main mission, which is to gain control and conquer the universe.

How did you balance incorporating fresh ideas with staying true to the core aspects that players love about classic RPGs?

Pandu Putra: To maintain a clear and captivating main storyline, we’ve opted for a linear narrative, allowing players to immerse themselves fully in the growth of our protagonist, reminiscent of beloved classic RPGs.

While our gameplay stays true to the genre’s roots with turn-based combat enhanced by visually striking actions, we’ve also introduced a robust crafting system. Players can forge their own weapons and armor, empowering them to chart their journey through the narrative seamlessly.

Alongside the main quest, engaging side missions and contracts offer ample opportunities for character development and progression, ensuring a rewarding experience at every turn.

Were there any specific games or franchises that inspired the design and development of Fractals of Destiny?

Pandu Putra: Of course, there are inspirations drawn from franchises like Final Fantasy and Mass Effect, as well as some influences from Korean MMORPGs.

What advice would you give to aspiring indie game developers?

Pandu Putra: I hope for other indie game developers to stay focused on their game development journey and to continue improving their craft.

Were there any specific reasons behind the use of Unreal Engine for the game?

Pandu Putra: Unreal Engine 4 has been widely embraced by AAA developers to create high-quality games with diverse gameplay experiences. We’ve chosen to utilize Unreal Engine 4 because we aspire to craft a visually appealing game, allowing players to immerse themselves in our realized imagination.

Besides the additional content, what major changes were made to Fractals of Destiny for the upcoming full release?

Pandu Putra: At present, Fractal of Destiny will continue to undergo updates until its best version emerges. These updates will include bug fixes, polishing, and optimizations to ensure its future performance is as optimal as possible.

As a small team, how did you tackle extensive RPG elements like gear, skills, combat, and crafting in your first project?

Pandu Putra: As a small team, we tackled extensive RPG elements like gear, skills, combat, and crafting in our first project through careful planning, prioritization, and resourcefulness.

We focused on core features, developed them step by step, and leveraged existing tools and collaborative teamwork to deliver a polished and immersive experience despite our limitations.

The talent system looks quite interesting. Can you describe how it impacts gameplay as the story progresses?

Pandu Putra: Talent Points are acquired as the base level increases. Players can allocate points to Vitality (health points), Intelligence (mana points), Endurance (stamina), and Strength (attack power) depending on their needs. These talents can be combined with gear to customize stats, supporting each player’s preferred playstyle.

For example, if a player prefers agile gameplay, they might focus on Endurance talent. Conversely, if a player prefers strong attacks to quickly defeat enemies, they would increase Strength talent. It varies based on individual player preferences.

These choices impact the main storyline. During main missions, players encounter various enemies and bosses. As players level up and allocate talent points, they become better equipped to face these challenges.

What lessons have you learned from Fractals of Destiny that will allow you to make even better games moving forward?

Pandu Putra: We need to study the scale of the game project itself. By doing so, we will be able to adjust it to fit the team and budget available. Then, we’ll decide on the type of game that suits our development capabilities moving forward. This approach will make future projects easier to manage and execute.

Have you considered a console launch to reach a broader audience?

Pandu Putra: Of course, Fractals of Destiny was initially designed with consoles in mind, specifically as a single-player experience.

We suggest that our PC players use controllers if possible, as this will enhance the gaming experience and make it more fluid and enjoyable. The game also has its own rhythm, reminiscent of console games, rather than typical PC games like FPS, MMORPGs, or multiplayer games.

Fractals of Destiny
Fractals of Destiny Tells The Tale of Zerva

Fractals of Destiny launched last month, and you can currently find it on the PC platform across both Epic Games and Steam. Since Krakatoa Studio aims for a console-like experience, this may be the next step for Fractals of Destiny.

As the team prepares for the future and its next project, we wish them the best of luck and thank them for answering our questions about Fractals of Destiny.

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