Nobody wanted to object (all those ideas sounded really cool, and it couldn't be all that much work, right?), so slowly, everything snowballed into what Avencast is today, a project of seemingly gargantuan size compared to where it started. And what happens if you put a bunch of enthusiastic gamers together with a game engine in the making? Ideas start to get thrown around. Michael Schiestl, our programmer, started writing a game engine some four years ago, before the Avencast project, as a personal hobby. The key, of course, is striking the right balance Minh Tri Do Dinh: The origin of the game deserves its own paragraph, I suppose. We want to make sure people can just jump in and enjoy it as much as possible, without worrying too much about endless rules and choices. The core of the game is action / role-playing, but it will have a strong adventure style and challenging gameplay adopting beat 'em up elements. Jonric: How did Avencast come about, and what range of gameplay will it offer? And would you care to tell us a bit about your team, ClockStone Software? Michael Schiestl: With Avencast we are trying to create a yet unseen mixture of genres.
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