is a first person superhero game, where you are trying to defend the planet from an invasion of aliens set out to DESTROY Earth! This game is completely after a childhood fantasy of mine, that even as an adult I still carry around with me! I cannot wait to play this game, and it was so exciting to be able to chat with Alfonso the developer, and creator of this amazing game!Cobra TV asked the community to provide questions about MR that they wanted to know! And some of these answers just blew me away!I've worked for 10 years in a Spanish games company mostly dedicated to publishing games in Spain. It had a small development section, and I workedthere, programming not-so-known games like FX Football, and Navy Moves. The last years I started to grow demotivated, the games were not verysuccessful, and our department apparently only existed to earn subventions from the Spanish government. So, in January 2012, I started to create thispet-game in my free time that eventually turned into Megaton Rainfall. In December 2013, the building-collapsing technology looked so promising tome that I decided to go Indie, and finish the game.It depends on the success of Megaton Rainfall. If it reaches my sales target, I'll make more games, probably with nothing to do with Megaton. Ifnot... well, I'll look for another job.I'm inspired mostly by movies about superheroes! When I was a child I loved the Superman movies (with Christopher Reeve). I've always been waitingfor a game that replicates the absolute freedom of movement that Superman had in those movies. He could fly from New York/Metropolis to Paris, oreven to the Moon, and you could see the landscape accelerated at supersonic speeds. Both things (the real scale of the Earth and the supersonicspeed) have never been done in a First Person game, although we have more than enough technology to achieve it (but it's an engineering nightmare).Also, the destruction effects you see in blockbuster movies like Godzilla, Independence Day, 2012... I am a programmer mostly interested inrendering techniques, and visual effects. And, when I see those movies, a part of my brain is thinking how could those effects (collapsing ofbuildings, giant clouds of debris and smoke, etc.) be implemented in real time, in a non-scripted GPU-friendly way? So, I think I'm trying to makethe game of my dreams, with all the features that I've always been waiting for.Yes, there is inspiration from several movies, including War of the Worlds, Mars Attacks, Independence Day... Later in the game you will probablysee more references, but it would be a spoiler if I tell you now. In the final mission you will see the aliens doing things to the city that you'renot going to believe, and that have never been implemented in real time.2 years of free time + 2 years full time. For now!The current build is playable from start to finish, and runs on PC, PS4 and PSVR. I'd like to spend at least 6 more months polishing everything,fine-tuning the gameplay, and improving the visuals.Unreal Engine, at the time I started the development (January 2012), was not cheap for Indies. And Unity, I think I have an unreasonable dislikefor it, because I played several games made with Unity with very poor performance in my laptop for some reason. Anyway, the game features a lot ofvisual effects that are not standard. Terrain rendering, for example. The common engines start asking the size for the terrain: 512x512? 1024x1024?But I want to make the terrain of the entire Earth, that is a sphere of radius 6370 kilometers! Where is the check box to do that? The same happenswith everything: the size of the cities (the game features cities as big as the real Los Angeles), the destructibility of every building... A lot ofthe visual effects that you'll see in Megaton Rainfall are very GPU-intensive, and I need access to every layer of the engine to optimize them tomake it possible. And, I always have been the engine guy in my former company, and I love the technological side of things.It's not your typical story about superheroes. The hero doesn't have apparent human emotions, a human girlfriend etc. The story tries to make yousee the human beings from afar, to realize our smallness and insignificance inside the Universe. The gameplay also tries the same thing.The game has no cut-scenes. When the game starts, you don't know what you are, why you are so powerful, and even what is your relation to the Earthand why you should save mankind. There is a character that guides you through the first missions, and little by little, he is giving clues about whoyou are and what's really going on.Yes, at some point in the game, one of your superpowers allows you to leave the Earth and go to outer space. In fact, the game featuresprocedurally-generated solar systems and galaxies. It's the natural development of the "absolute freedom of movement" idea, and it's a wayof making profit of the planet rendering technology developed for the Earth. But, it's not No Man's Sky. Although, I've not played that game, I thinkMegaton will feature a more realistic, dark, lifeless, cold Universe. There will be secondary objectives out there, but I won't elaborate at thispoint.Yes, you'll be earning several superpowers through the game. The powers open new ways to destroy the aliens, but also to make more unintentionaldamage to humans. You'll have to master every superpower to finish the game, so it's not a skill tree with dozens of barely noticeable upgrades.Another difference with other games is the sensation of power right from the start of the game: you will fly at Mach 8, and your basic shoot canmake a skyscraper collapse.Yes, you can go down at street level of every city. You'll see pedestrians, vehicles, etc., and they will react to the action and the explosions(with panic basically).A lot of people have asked for a free destruction mode. I don't think I have time to make it properly, but it's possible. Anyway, believe me, thegame is evilly designed, so that you make a LOT of collateral damage. And, it's very fun when I see the testers unintentionally destroy buildings andstreets. They always say "Oops! Sorry down there!" and it's very fun. Also, some testers do far more damage than the aliens.Another difference with other action games is that you are completely indestructible. You have no health bar, but the cities do have one, and if youlet the aliens do their job, or you unintentionally destroy too many buildings, it will be game over. Some people need several minutes to realizethat this is not Call of Duty, and that you need to think first shoot later. You have to learn the patterns of movements of the alien ships to beable to destroy them, and only them. Again, it's very fun when you miss your targets. And, it's also fun if you try to speed-run the game, because youwill need to take more risks.Yes, both the cities and the terrain are generated procedurally. Different cities will have different recognizable monuments (and of course thealiens are instructed to do nasty things to them).Currently no, but in any moment you can fly out of the atmosphere, and in half a minute go from the day side of the Earth to the night side! Or tothe dawn zone. Or to the sunset zone, cloudy zones, sunny zones, the Everest, the North pole, etc. And the lighting changes accordingly. I thinkthat's more innovative.Digital only, for the moment.I can't confirm the release on those platforms now. I'd love to release on Xbox One. Mobile is less likely because of hardware requirements.Thanks to you for your interest in my game!CobraTV is a channel on youtube that revolves around No Man's Sky. Since then I have grown a love for Independent video games, and developers, spawning the show IndieTV follow me on