Interview: Todd Gillissie discusses forthcoming rock band RPG Rising Star 2

13 years after the release of Rising Star, fans will get to live out their rock star dreams with Rising Star 2. Set for an August 12th release on Steam, the game was one of the standouts at the recent Steam Game Festival. In the game, your goal is to bring your local band to the big stages. This means having to write some amazing songs, perform at some local gigs, and tour across the country. Rising Star 2 developer Todd Gillissie (Gilligames) took some time to discuss the forthcoming game.

The first Rising Star game was released in 2007. What took so long to create the sequel?

I’ve stayed busy working on several projects over the years. In October 2009, I initially released Stranded Without A Phone for iOS, and continued to update it over the years, including an Android release. In May 2010, I quit my “day job” as a business software developer to focus on game development full-time.

In January 2011, I released The Pantheon Cycle: Shrouded Aspect for iOS, which was a tactical turn-based strategy game set in a fantasy world. Despite positive reviews, it turns out that deep strategy didn’t belong on mobile platforms, and it didn’t sell well. I didn’t continue to update it, and it’s no longer available today. In March 2011, I joined a game development startup named Spooky Cool Labs, where I lead the development of a Wizard of Oz city-builder game. We had another team working on a free-to-play casino slots game titled Hit It Rich!.

Spooky Cool Labs ended up getting acquired by Zynga in 2013, so I started working at Zynga by default, and switched over to the Hit It Rich! team, where I pretty much stayed until I quit Zynga in February 2018. I needed a break from working on slot machines. I continued updates on Stranded Without A Phone, including the first Android version, and decided to dust off Rising Star. At this point, I was very experienced using Unity, so I felt confident in porting the code to a modern game engine.

In May 2018, I joined another game development startup named Block & Chain Games, which was technically the game team of Halo Platform, a crypto-currency startup. Unfortunately, as many startups do, it ran out of money. In March 2019, I decided that I would focus full-time on Rising Star 2 until it’s finished.

The first game featured a slew of genres to play. What made you trim things down to simply rock/metal?

Based on the feedback I got from many fans of the first game, I felt like rock/metal were the genres that most players enjoyed the most. I wanted to simplify things that didn’t need to be complicated, so I could focus on other features that add more fun. Eliminating genres was one of the things that happened as a result of that. Technically, the whole game is genre-generic, so you could consider your band any genre you want (other than no longer having access to instruments such as horns & turntables). It’s mainly just the soundtrack and the cover art that’s rock/metal at this point.

What was the process like working on the in-game music?

I’m a musician, and I have two sons that are also musicians (Josh and Cameron). I also have a lot of musician friends. So, I’m surrounded by music all the time. I’ve used some original music from a band I used to be in named Mime Bomb, and also had Cameron come up with some original material. I was also introduced to a talented instrumental guitarist named Damen Edgar, and have asked him to provide a few originals.

Typically, the musicians write and record whatever they want, and I listen to it and decide what fits the game. Sometimes I give feedback to make some changes if it’s close but not quite right for the game, and they’ll go back and tweak it. I think it’s similar to a producer’s role when recording, except that it’s not as real-time since we’re all in different cities. The original game had contributions from artists of every genre that was in the game, so it was more of an “exposure” thing for them. This time around, I didn’t want to ask for use of musicians’ songs without intention of paying for them, so the soundtrack is smaller, but it’s really, really good.

While the first game ran on Blitz3D, the sequel gets a major upgrade with Unity. How was it working with that game engine?

I started using Unity in 2011 during my Spooky Cool days, and have been using it ever since. I’ve seen it grow quite a lot in the last 9 years, and it’s very nice to work in an engine that is not only very capable of cool things but has great ongoing support and a great community. The fact that I can use the same engine whether I’m making mobile games or PC games is fantastic. Using a modern engine like Unity really helps developers get things done much quicker than we used to. Even with Blitz3D, I had to develop a lot of subsystems myself, which meant less features could be developed in the same amount of time.

Aside from the visual upgrade, what are some new features being added to the game?

Most of the new features are visual-oriented. Aside from obviously better character graphics, using Unity has opened up a lot more possibilities visually, such as first-person exploration of homes, venues, and other locations. And since your homes are 3D, you can now buy art to decorate your homes, and hang your awards and guitars as decorations too. Your home’s jam room is stocked with equipment based on the musicians in your band. You can design banners to hang behind your band during gigs.

The timed songwriting “memory” minigame from the first Rising Star has been replaced with a kind of puzzle. I wanted to get rid of any features that rely on speed or arcade abilities, and instead represent songwriting as more of a decision-making process, combined with random factors that are affected by your songwriting skill stats.

The main focus for the initial launch of Rising Star 2 was to have all of the original game’s features plus a few more, all looking better than ever. Then after launch, I plan on continuing development to add new features such as other countries besides the USA, maybe a T-shirt designer, maybe a stage designer, maybe a way to actually hear the songs you write, maybe a random lyrics generator. I don’t know what I’ll do in what order, but rest assured that feature development isn’t complete when August 12 hits.

As a musician, you've seen how the coronavirus has affected the music industry. With no possible live shows in sight for a while, how do you feel about younger musicians using the game as a way to live out their dreams until things get settled again?

Honestly, I think Rising Star 2 is a way for many people to live out this dream, whether they’re a musician or not. Many people would love to be a musician, but either never had the means to become one or simply don’t have the natural aptitude. But the spirit is alive in anyone that just loves music. I think that the coronavirus pandemic is worse on fans than professional artists because there are more fans than professional artists. I’ve been happy to watch artists continue to play on live streams, and I know they’re taking this downtime to write new material.

Don’t get me wrong, I support the artists and feel bad that they can’t go out and make their normal living, but I feel even worse as a fan that I can’t go see them play live. My advice to most people is to buy their favorite indie bands’ merchandise from their web site, or buy their music from Amazon or Apple or whatever, to help support them when those sales are the only revenue they have right now.

Fans can follow Rising Star 2 on Facebook and YouTube.

Rock band simulator Rising Star 2 set for an August 12 release

Weeks after being featured on our Steam Game Festival piece, Rising Star 2 finally has a release date.

Announced yesterday, Rising Star 2 will make its way to Steam on August 12. The game allows you to live out the rock and roll lifestyle from the comfort of your home. After finding some local musicians, you’ll have to practice, attend local gigs, and spend time in the studio to perfect your craft. When you’re ready, it’s time to hit the road by performing in numerous venues across the United States.

You can check out a game trailer below. Follow Rising Star 2 on Steam for more updates.

The 10 standout games at the Steam Game Festival: Summer Edition

This past week, the Steam Game Festival returned for the summer, and it brought a slew of games this time around. While the spring installment delivered 40 game demos to play, the summer installment unveiled over 500 free demos. We search through this massive pile of games and discovered 10 games that are certainly worth your time when they arrive.

Rising Star 2

Developer: Gilligames
Publisher: Gilligames
Release date: August 2020

13 years after the release of Rising Star, Gilligames returns with the long-awaited sequel. Rising Star 2 allows players to live out their rockstar dreams through an in-depth RPG. Before you can pack arenas, you start as a local musician starting their new band. After finding the perfect bandmates, you'll have to write songs, practice, attend local shows, and make money to keep your dreams alive. Rising Star 2 has the potential to be the best simulation game of 2020.

Ultrakill

Developer: Arsi "Hakita" Patala
Publisher: New Blood Interactive
Release date: Summer 2020

Do you like killing multiple enemies at once in a homage to retro FPS games? Well, Ultrakill will serve up some fast-paced goodness upon its official release this summer. While most FPS place health packs across the level, your character regains health by soaking in the blood of their enemies. With a drum and bass soundtrack backing your every move, you'll feel the pressure as hordes of enemies come to take you down.

Watch Me Stream My Mental Breakdown

Developer: Ultaan Games
Publisher: Ultaan Games
Release date: Late 2020

If a game title piqued anyone's curiosity during The Steam Game Festival, Watch Me Stream My Mental Breakdown is surely one of them. The game follows a panda named Pochi, who dreams of becoming the next big streamer. Unfortunately, having thousands of viewers won't come overnight. During streams, the player engage in a card battle to satisfy the viewers' desire for content. During these battles, you'll have to keep an eye on your mental health bar. Outside of streams, the player can make money from working various jobs.

Drive Buy

Developer: Glitchers
Publisher: Glitchers
Release date: July 2020

Drive Buy puts a neat spin on the racing game genre. In the game, delivery drivers must attempt to make the most deliveries possible within a time limit. To help ease their stress, power-ups help them take down their enemies. Aside from making deliveries in Delivery Battle, players can choose from two other game modes. In Pay Day, the player with the most credits at the end of the match wins. In Piggy Bank, the player who holds the piggy the longest gets the crown. Mixing Twisted Metal with Crazy Taxi, Drive By will push the pedal to the metal when it arrives in July on Steam and the Nintendo Switch.

Fight Crab

Developer: Calappa Games
Publisher: PLAYISM
Release date: July 30, 2020

On paper, Fight Crab looks like complete madness. In the game, crabs decide to throw claws to determine who's boss. Playing the game, however, will change a skeptic's mind very quickly. Whether you're playing on a gamepad or mouse/keyboard, the controls fit perfectly. You don't have to use claws in your battles, either. There's jet engines, guns, and swords to help take down your opponent. It won't be a shocker if this intriguing fighter lands at EVO next year.

Magin: The Rat Project Stories

Developer: The Rat Project
Publisher: The Rat Project
Release date: 2021

Magin: The Rat Project Stories combines deck-building with an alluring storyline. The game follows the story of Tolen and Elester, who are unknowingly bound by fate. Players will gain new cards based on the decisions they've made in the game. A Kickstarter for the game will continue to go live until July 13. Pledges of $15 and more will gain a digital copy of Magin: The Rat Project Stories when it arrives sometime in 2021.

Calico

Developer: Peachy Keen Games
Publisher: Whitethorn Digital
Release date: Fall 2020

If you've seen the trailer for Calico or simply love cats, you're probably already hooked on the game. In Calico, your job is to help out the local cat cafe by redecorating it. This means filling it some of the cutest cats in the area. Oh, and you get to ride a BIG cat across town.

Game Director Story

Developer: Double Blit Games Inc.
Publisher: Double Blit Games Inc.
Release date: Late 2020

Making a video game is tough, and Game Director Story shows you the hardships that come with creating a new project. To have a successful game, you need to have a perfect balance of money, teamwork, publisher support, and game development. If you slip up with one factor, the game is doomed. Inspired by a slew of real-life stories, Game Director Story isn't a game that many will be able to beat on their first try.

Unforgotten

Developer: Scoreboardgames
Publisher: MV Games
Release date: Autumn 2020

Non-linear visual novel Unforgotten takes players on a journey through a mysterious land. Some decisions are decided by where you swipe the card. Certain choices are timed, so you'd have to be quick about it. With a game entirely based on cards, having great artwork is key. Fortunately, Unforgotten engages players with luxurious artwork.

Deathbulge: Battle of the Bands

Developer: Five Houses
Publisher: Five Houses
Release date: 2021

Deathbulge: Battle of the Bands stems around one of the deadliest battle of the bands contest ever. Each musician comes equipped with their own special moves based on their instrument. With nine unique classes, players will be able to mix and match their own fighting rock band and lead them to victory.