Welcome to the Fatal Attractions FAQ, where we try to answer some more or less frequently asked questions. If you have questions that aren’t covered here, please go and ahead and ask in the comments section.
By the way, did I mention you can also find us on Twitter and Vimeo?
What is the meaning of this!? I demand an explanation!
OK, OK, jeez, calm down. Fatal Attractions is a point-and-click adventure game currently in production. As it’s being developed by a single person with no budget to speak of, it is what you might call an Indie Game.
Which game engine are you using for Fatal Attractions?
We’re using a customised build of the excellent LÖVE engine as our base.
How long has this game been under development?
Active development of prototypes started around 2011. Since then Fatal Attractions has taken on various forms before finally (?) settling on the retro adventure game it is today.
And what about the music? Will it be authentically retro, too?
Yep! In fact we’re going so far as to compose and produce the music on the same hardware that was used for the soundtracks of King’s Quest VI, Indiana Jones and the Fate of Atlantis, The Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge. Yes, we’re that serious.
Expect a post in the devlog covering this topic at some point.
Will I need to install MS-DOS to play Fatal Attractions?
What? Don’t be silly. That would be ridiculous! Despite going for a retro look and feel, we’re developing a game that people can actually play on today’s hardware without resorting to emulation.
Also, we enjoy the comforts modern development environments provide and developing for MS-DOS is not, well, comfortable.
Fatal Attractions is developed with current gaming platforms in mind and runs on Windows, Mac OS X, Linux, as well as mobile devices.
Will the game be open-source?
At this stage we have no plans to release the source code, no.
When will it be done?