I hit up Behold Studios to see if I...
Interviews
Discussions with people involved in the games we love.
I hit up Behold Studios to see if I...
For the weekend it runs GameStorm offers around the clock access to LARPs, RPGs, board games, CCGs, panels, tournaments and more. I was able to sit down with GameStorm Chair Debra Stansbury to talk about this years convention and our mutual love for games.
jdodson: What are one of your favorite parts of GameStorm?
Debra Stansbury: For me what I like the best about GameStorm is that we contacted Kamarion and they now run our gaming with LAN and console games. Upstairs we have the CCGâs and have 5 different kinds of RPGs, which I love. I play RPGs at home but not at the convention. Every year people have an idea for things to try and we just try something new and it becomes part of the convention. Like the giant Jenga board and the kids and their little hard hats. This year we had the garage level G which were not expecting.
jdodson: Right so I had a question about the garage. Due to space issues and some scheduling you had to use a garage level and I am curious how that is going?
Debra Stansbury: Itâs been amazing actually. Alot of people thought it would be dark and not fun so we put in carpeting and drapes. We bought lights and put in spotlights. We got the hotel to put in air blowers to help circulate the air a bit as we discovered that was an issue. We originally thought it would be a bit chilly but as it turns out itâs not. The sound baffling there is amazing compared to other rooms. In other places we have games the noise level ramps up and there isnât that noise ramp in the basement. That said the Call of Cthulhu guys were like, âitâs pretty bright down here can it be a little more moodyâ so you canât make everyone happy.
jdodson: How long have you been involved with Gamestorm?
Debra Stansbury: My first Gamestorm was Gamestorm 6 and that was in I think 2004 or 2005. I was the person in charge of hospitality and we didnât have a hospitality suite before then. The chair wanted hospitality and asked me and I was insufficiently reluctant and said yes. Since then I have been hotel liaison, event co-ordinator and ran hospitality for several years. I am also involved in OryCon and chaired one year and also helped out with Kamarion. OryCon is a totally different animal iâll tell ya it is completely different than Gamestorm.
jdodson: With that OryCon is the sister convention of Gamestorm and I am wondering how that relationship works?
Debra Stansbury: I am on the board for OSFCI and have helium hand-itus and have a really hard time saying no. Oregon Science Fiction Conventions Incorporated is a non-profit organization that does business as OryCon, Gamestorm and several funds such as the the Susan Petrey scholarship, the Clayton medical fund for authors and the Endeavor award awarded at OryCon. There is also a WorldCon scholarship for people that volunteer and learn things to bring back to us. This years scholarship winner was the person running swag this year Heather McLaughlin.
jdodson: What do you want people to know about Gamestorm that might consider attending next year?
Debra Stansbury: Since you can sit down and play games at home in your basement some people might wonder why they should sit in some other basement to play games. When you come to GameStorm you can try new games and meet new people. You can play the same game with the same people and you may think you know how it works but when you go to a convention and play a game you might discover you interpreted the rules wrong. You can also teach your favorite game to new people and realize how much fun that is. There is an Assassins game running this weekend and they are given tasks in the game and one of the tasks is to challenge the Chair to a game of her choice and if you beat me you get extra points. So I taught three young ladies earlier today how to play Escalation which is a quick card game where you try and screw your neighbor. So what I really want people to know is that they can come to GameStorm to see and play something new and different. We like to have a little bit for everyone.
jdodson: Whatâs one game that you really enjoy playing?
Debra Stansbury: I really enjoy playing a game we call Crayon Rails which are a bunch of games like North America Rails, Nippon Rails, Russia Rails and I have a friend that has the entire set. We keep going through them from Australia to Russia and rotate them every Friday night. I also play D&D and I am in three different games and like to play Clerics a lot because I like healing and battle magics. I really enjoy smiting the enemy to take them down.
jdodson: GameStorm is the premier Portland game convention. Why is it held in Washington?
Debra Stansbury: We were at the Double Tree across the river until it burned down and they closed it. Then we were drifting from hotel to hotel trying to find the right combination of rooms and space. OryCon had the same issue as well and they found a hotel and settled in. When we were looking around the Hilton here in Vancouver liked us and when we had the issue this year they bent over backwards to help us find a solution which is how we ended up with the garage. The Vancouver Hilton is in the Portland metro area even though it is in Washington. One thing we donât like to do at any OSFCI event is exclude people so the fact that it is in Washington means we are reaching out to our Washington friends. Itâs also not too far out of reach from Portland. We have people on my team that come up from Cottage Grove and people coming down from Seattle. Whatâs really fun is when we see people that come and play with others they see once a year that have games that keep going through the years.
jdodson: Do you know about how many people you have on staff this year?
Debra Stansbury: Itâs well over a hundred and nowhere near as many as we need.
jdodson: So you are in need of people to help out with the con?
Debra Stansbury: We are always short staffed. We have three different levels of staff starting with Con Com which are your department heads which are in charge of areas and they have staff to help fill in the gaps. The staff are the people that before the con have agreed to work at least twelve hours. Some of them work that amount in a day and we donât encourage that but people do. At the convention we also have more casual volunteers that might have an hour before their next game to see if someone needs some help. People can volunteer from washing dishes, washing doors, restocking hospitality, working the games, security and registration.
jdodson: What has been one of your more memorable moments at GameStorm?
Debra Stansbury: One of my early memories was when Richard Garfield came and we ran a live action RoboRally for the first time. That was really fun because he was MCing his game and we laid out the grid on the carpet with blue painters tape and put in the obstacles and we had people standing there as the robots and at the table we had the programmers. You know things are not going well when you have the robot standing there at what is supposed to be a pit and it looks down and the pit, looks at the table at the programmer and the programmer canât look at them in the eye because the robot is about to die. That was a lot of fun watching them get involved in that.
GameStorm is a game convention held in Vancouver Washington and you can pre-register for next years con right now.
http://www.gamestorm.org/purchase-membership/
http://www.osfci.org/
http://weirdcitygames.com/
Scott recommended that we checkout the Terraria GDC blog as they will drop more Re-Logic and Terraria news over the week.
... Read All News recently dropped that the upcoming Terraria 1.3 update will include some new music from composer Scott Lloyd Shelly. Re-Logic created a new trailer to show off part of a new song you need to check out. One of the coolest parts about the Terraria 1.2 update was the new music and I am very excited to hear we are getting more(amongst other things). I decided to reach out to Scott and ask him a few questions about how the music for 1.3 is progressing and he was nice enough to get back to me.
Scott recommended that we checkout the Terraria GDC blog as they will drop more Re-Logic and Terraria news over the week.
http://forums.terraria.org/index.php?threads/re-logic-game-developers-conference-blog.12848/
jdodson: I just listened to the new music spoiler from the 1.3 update and I am really happy to hear the update is including more music. How long have you been working on the new music and have you written all of it yet?
Scott Lloyd Shelly: I'm counting 9 tracks right now; I get a request every month or so for a new one. Don't know if they'll be wanting or needing more than that at this point, but I'm always into doing more music for Terraria - totally fun for me.
jdodson: What track in the 1.3 update stands out to you as some you are especially proud of?
Scott Lloyd Shelly: The track that Re-Logic released with the 1.3 music spoiler on YouTube recently is one of my faves - love the DJ!
jdodson: When the Terraria 1.2 update hit we got the Terraria Soundtrack Volume 2. Are we going to get a Terraria Soundtrack Volume 3 when the 1.3 update launches?
Scott Lloyd Shelly: The previous 2 OSTs included 13 tracks each; if we take the 9 from 1.3 and add a few from the Xbox/Playstation ports, we could have a third OST:) (If we all ask 'em really nicely.)
jdodson: Last time we talked you mentioned some of your favorite game scores and composers. Have you heard anything since you really enjoyed? I'd have to put my chips on the Reaper of Souls and Risk of Rain recent scores.
Scott Lloyd Shelly: I'm looking forward to binge-listening to a whole stack of soundtracks; Braid, Freedom Planet, Tomb Raider Anniversary, RetroCity Rampage, Portal 2, Skyrim (4 cds - go Jeremy Soule), but I'm going to take your suggestions and follow up on Reaper of Souls and Risk of Rain. My favourite just for enjoyable listening right now is probably Alessandro Coronas' work on Where Is My Heart.
There are console-exclusive songs? I had no idea.
A bit more about it on one of the Terraria wikis. Search for "exclusive" on the page.
http://terraria.gamepedia.com/Music
Awesome! I love this piece of music they released!!!! I found out about this spoiler from the Terraria forums (http://forums.terraria.org/index.php?threads/sampling-the-sounds-of-1-3.13064/). Someone also posted a link to the soundtrack (https://re-logic.bandcamp.com/album/terraria-soundtrack). It is cool that we can listen to the soundtrack and buy both volumes. I think Terraria has a great soundtrack!
Terraria's music is seriously some of my absolute favorite game music. It's right up there with my list of faves such as pretty much everything early Squaresoft days (16 and 32 bit era) and CSoTN soundtrack.
I totally agree Jason, the Terraria one of the best i've heard in the last 5 years. That said recently i've been binging on the Double Find Adventure videos featuring music by Lifeformed and I have really been impressed with that lately.
A new, small video was released today, which comes with something very special at the end. =)
https://www.youtube.com/watch?v=MXam7gSObek
Niiiiiiiice!
Confirmation!
Since you haven't posted it, I'm going to! :)
December 12th marked the release of Starship Rubicon, a game that hundreds of Kickstarter backers have been waiting two and a half years for, as well as a slew of fans since who have had to make due with the teaser trailers. But Starship Rubicon is noteworthy for another reason: it's the first title published by Cheerful Ghost, marking a new endeavour not only to write about great games, but also to publish them.
After I dove in and experienced the game, from the difficult but not unfairly punishing combat, to the satisfying soundtrack by indie game musician Beatscribe, to the funny quips by the tutorial computer -- I was tickled pink.... Read All Space! Itâs dangerous out there.
December 12th marked the release of Starship Rubicon, a game that hundreds of Kickstarter backers have been waiting two and a half years for, as well as a slew of fans since who have had to make due with the teaser trailers. But Starship Rubicon is noteworthy for another reason: it's the first title published by Cheerful Ghost, marking a new endeavour not only to write about great games, but also to publish them.
After I dove in and experienced the game, from the difficult but not unfairly punishing combat, to the satisfying soundtrack by indie game musician Beatscribe, to the funny quips by the tutorial computer -- I was tickled pink. Well, I was tickled more of a deep fuschia. I have a doctorâs appointment next week. Iâm sure itâs fine.
I sat down with Starship Rubiconâs creator Wick, and the head of Cheerful Ghost, both as publisher of the game and purveyor of the website that you are currently reading this on, Jon Dodson, to do some brain-picking about the gameâs journey and Cheerful Ghostâs solid first foray into the world of game publishing.
Alex Atkins: To get started, I would like to congratulate Wick on his work with Starship Rubicon, and Jon on a strong first entry for Cheerful Ghostâs new publishing endeavour. How do you feel about how itâs turned out?
Wick: Thanks! I was too afraid to have anything but low expectations but I'm pleased that they have been handily surpassed. As our first crack at making a finished game and publishing it, I call it absolutely stellar. We didn't go over budget or deadline, got 95% of the planned features ingame (OK, 85%), have had only a few bugs to work out in the first patch, and I've received nothing but positive responses + constructive criticism. Our philosophy of reaching out to really small-time let's players and twitch channels (rather than trying to go big) is one that I'm very comfortable with and seems to be paying off.
Jon Dodson: Thanks Alex. I can't think of a better recent moment than watching people play Starship Rubicon and them having fun with it. It's a special kind of magic when people love the things you are a part of.
Alex Atkins: Wick, what inspired you to make what we now know as Starship Rubicon? What was it that made you say âIâm going to make this game!â?
Wick: In the beginning, there was a free weekend and a desire to pop out a quick Asteroids clone. Then I kept seeing stuff in other games that I thought I could do better and added them to the game. One shot-in-the-dark Kickstarter project later and I suddenly needed to craft this mess of features into a coherent game. Since then, it's mostly been a practice in trying to fill the design space of a space shooter in the most interesting way that I could. I owe a lot to that slow start - it kept my scale manageable and unintimidating, which let me really nail the core mechanics.
Alex Atkins: The fact that you made Starship Rubicon all on your own is pretty impressive. Were you ever tempted to hire outside help?
Wick: In the beginning, I was way too controlling and had too few resources to even consider it. Anything having to do with programming, I could mostly just unhealthily pull all-nighters to power through, and I can fake my way into making my art look good. The only parts of the game I contracted out were things I simply did not have the skill sets to do well: music and character portraits. Nowadays, I'm a little more humble. Some of my favorite parts of the game came out of listening to others and incorporating their ideas, even if I wasn't 100% into them at the time.
Alex Atkins: Hypothetical, rapid-fire question - donât think about it, just answer. Youâre in the cockpit of your starship. Youâre limping along on one thruster thanks to your last encounter. Nav systems are shot. Youâre depleted of those missiles, you know, the good ones. Your cat is tearing ass around the cockpit (why did you BRING HIM?!) because heâs pissed that you gave him dry food instead of wet. And to top it all off, the CD is skipping. The question is: Lowes or Home Depot?
Wick: I AM A LITTLE BUSY RIGHT NOW I DO NOT HAVE TIME TO FILL OUT YOUR GODDAMN CUSTOMER SATISFACTION SURVEY. HOW DID YOU GET THIS NUMBER ANYWAY. I'M ON THE DO-NOT-CALL LIST. I KNOW MY RIGHTS.
Alex Atkins: Jon, when you first told me that you would be publishing games, two things popped into my head simultaneously. The first was excitement and well-wishings. The second was a sort of fear, that youâre way braver than I am for taking something like this on. What made you decide to start publishing?
Jon Dodson: I don't think you were alone in feeling some fear with Cheerful Ghost getting into game publishing. :D I met Wick as we were showing our stuff at various game conventions. We became friendly and over the months it clicked with me how good the game really was. He had Kickstarted Rubicon and after that was making changes to it but those changes weren't very visible to many people. I talked with him about publishing the game and he seemed interested. We worked out the details and then stuff happened and we launched the game. So, originally, it was because I thought Rubicon was a great game that deserved more attention and a wider audience. After the process of publishing Rubicon was in motion I also noticed that there are a ton of other great games being made in Oregon. Since there are so many people making games right now it's hard to get noticed. Many game developers in Oregon are great at making games but don't know how or have the time to promote them. I look at working with Wick publishing Starship Rubicon as a partnership and I sort of fit in to help him.
Alex Atkins: This question has two parts so strap in. What research did you do beforehand, and is there any advice that youâd care to give someone that might be considering doing the same? Something you wish youâd known going in?
Jon Dodson: Wish I'd known: Because of when I got involved with Rubicon and all the upstart work it took to get the "publishing machine" started we broke some of the rules around promoting your game. One major rule is that you shouldn't wait till release to promote your game with the press. It makes sense, it's better to get people to notice your game early and then keep beating the drum until launch. A Nickel of Free: If you are just starting out take projects with people you trust and you know you can ship. If you can't get excited about building your audience slowly you're going to have a hard time. Make it easier on yourself by setting goals you can achieve. The only thing I can think of that I wish I could go back in time and tell myself is that we would get a great response from people in the streaming and let's play community so focus on them.
Alex Atkins: And how has the response been so far? In regards to the future of Cheerful Ghostâs publishing endeavors, do you feel defeated, or nay, galvanized?
Jon Dodson: The response from gaming press hasn't been noteworthy. The response from the game streaming and let's play community has been tremendous. Gamers that pick it up also seem to love it even if they think it is hard, which it is. The future of Cheerful Ghost publishing is good in that I am looking to sign another game next year. I am holding off talking to developers about it right now because I am really focused on Starship Rubicon. Since I grew up in the 90's and was in a band trying to sell tapes at shows I sort of view Indie publishing in a similar way. We might not ever get rich, but we enjoy making games and showing at cons and watching people stream our games. Over time we might rock out a few hits but few of us "make it big." I think being part of the Portland indie game scene makes the band analogy even more true than other places.
Alex Atkins:I finally watched Frozen and I donât think it deserves itâs hype. Just thought Iâd tell you.
Jon Dodson: I agree. My partner and I saw it and we both agreed it was a fine movie, I just didn't understand the intense craze it received. It subverted some gender and plot cliches so I give it a nod for that. That said, I didn't find the art direction my style and when I heard "the song" I wasn't blown away. Apparently I wasn't Disneys target audience for that one. With that, Josh Gads voice work was good and if someone asked if I wanted to build a snowman while singing I'd probably do it. Monkeys riding on horseback with machine guns is way more my style.
Alex Atkins: The written word may be the only form of time travel weâre ever able to access, if that Einstein guy knows anything at all. When you read a written work, youâre transported not only to the time in which it was written, but also into the mind of the writer. What words do you have for your future selves, who are no doubt looking back on this from upon your future toilets, reminiscing about the time you werenât trillionaires and had to peruse the net-o-sphere from some moronic handheld/laptop device?
Wick: Dear diary, today I started selling my game. What does that mean? I guess it's officially "done", which is a weird concept after seeing it as so malleable for so long. Does that mean I can't change it anymore, or does it just not count if I do? I could go replace all the graphics with doge face icons, just like 2048 did. It would take an hour, tops. "Starship Dogeicon", I'd call it. Sorry, tangent. It means that some sliver of the population will play it and be entertained and hopefully laugh and then think a little. What is the point of the entertainment industry? I have a day job so I have the luxury of choosing projects that let me go to sleep philosophically sound. Does this game do that? I think that the best thing it could mean is making somebody think: "wow, like, oneish guy made this? I could make things!" and then picking up programming for the first time.
Jon Dodson: I hope we stuck to our guns and didn't get the brain to computer interface. I know all the kids might be doing it, but doing things the old way with keyboards, mice and voice input was always fine by us. I know this puts us at a disadvantage because people with the interface are improved in nearly every way but we were happy even with our flaws. I just wanted to say thank you for living through that and hope you find happiness with the last remnants of unaltered humanity.
Alex Atkins: Wick, Starship Rubicon was born out of a successful kickstarter project, originally titled Rubicon. How has the response been from your kickstarter backers that have been anxiously awaiting the final product?
Wick: I got this comment on one of my beta signups, I think it speaks for itself: "as a side note, your project is the kickstarter i'm most pleased to have backed. helping a person with modest goals and some ambition turn a "sure, why not" idea into a life-changing moment is the best feeling in the world and i'll keep supporting you all the way."
Alex Atkins: How was working with Beatscribe?
Wick: Tremendous. I cannot overstate how awesome it is to work with someone who thinks a project is rad and is enthusiastic about jumping on board. He also somehow magically nailed my insane specifications like "heroic, but sad, but exciting, and with an awesome and memorable melody line."
Alex Atkins: What can we expect to see next from Wick?
Wick: Oh man, I'm so excited. I'm one of those "games shouldn't just be entertainment" folks, so my next project is going to be this fusion of my neuroscience research and newfound game design skills. Think SpaceChem, but using (and stealthily teaching) real neural circuits.
Alex Atkins: Are there any plans to show at upcoming conventions? Will we be seeing Starship Rubicon at the Indie Megabooth perhaps? *insert hopeful emoji*
Wick: *Meaningful silence* Talk to my agent.
Jon Dodson: As much as I don't love huge crowds the Indie Mega Booth may be in our future and it would be great to be a part of. Wick and I haven't officially talked about it but we will soon and when we know more I'll talk about it loudly.
Alex Atkins: I want to thank you both for taking the time to talk with me. Any last words? Not like, before you die or anything, just for the end of the interview. Philosophical musings on the hubris of man? A good quiche recipe youâd like to share?
Wick: I think I already filled my quota of philosophical musings. Instead, here's a quote from some long-forgotten article that has rung true for me throughout the project: "Well, for computers, explosions are much easier to create than stories."
Jon Dodson: In general if you have a dream that you can't shake you should go for it. Mad riches won't meet you but you will learn something on the way and there is meaning and value in working on things. I want to thank everyone that has supported Starship Rubicon in buying it, playing it, talking about it, creating a video, writing something, interviewing us, retweeting, resharing or liking.
You can help Starship Rubicon get on Steam Greenlight! Go here to vote: http://steamcommunity.com/sharedfiles/filedetails/?id=331311253
Awesome interview, thanks!
jdodson: Will the choices you make in Eitr affect how your character plays? For instance, can you focus on choosing certain abilities to be more magical or abilities that are more attack focused?
Eneme Games: Absolutely. We've both played RPG's for the majority of our lives... Read All Last week I saw Eitr being discussed in various gaming circles as the developers had just dropped a very impressive gameplay trailer. What impressed me the most was how great the tone of the game was and how well it looked. I reached out to Eneme Games because I wanted to know more about how the game is progressing. I want to thank them for responding and wish them to a speedy Kickstarter and launch!
jdodson: Will the choices you make in Eitr affect how your character plays? For instance, can you focus on choosing certain abilities to be more magical or abilities that are more attack focused?
Eneme Games: Absolutely. We've both played RPG's for the majority of our lives and understand how important character building is as an aspect of character progression and re-playability. We plan on having a range of abilities in the game for players to choose from, players won't have access to every ability in the game with one character, you'll have to build your character in a style that suits you and use abilities that compliment your statistics.
jdodson: What is the tech stack you are using for Eitr? Gain +2 Dex for using QuickBASIC.
Eneme Games: We're building the game in Unity using 100% C#.
jdodson: Who are you working with on the music for Eitr?
Eneme Games: We haven't finalised this yet, but what I can say is that we're in discussions with a composer to bring music to Eitr, also shout out to all the composers that have pitched their music and CV's to us thus far, we love you all!
jdodson: Eitr looks like an incredible love-letter to Diablo. Has Blizzards first foray in hell influenced your development of Eitr?
Eneme Games: Of course, I mean, if you're making an Isometric Action RPG these days and you haven't played Diablo, what are you doing? Haha. Diablo is a wonderful series and one that we have sunk our teeth into for many hours, but it doesn't stand alone as our only source of inspiration, there are many others including Path of Exile, Zelda, Golden Axe, Lineage One and of course the Souls series - this list could easily go on, but these are just some of my personal favourites of the genre and ones that have inspired us.
With that said, we believe Eitr will stand on it's own two feet and I hope that when people play, they will think "this is a great game" rather than "this is just like X or Y".
jdodson: How have some of your recent playtests of Eitr gone?
Eneme Games: Pretty hilarious actually, we've had some of our close friends and family play-test the game, whilst watching them either in person or over Skype and I can confirm everyone so far has died to rats. Hahaha, there's a strange magical feeling about watching your creation wreck people.
Most of our friends have managed to make it through the demo after a few attempts, we also tested a Hard Mode where we just added more enemies and increased their statistics, no one made it. :)
Don't get me wrong though, we don't want Eitr to be the worlds hardest game, but it definitely is challenging, that is a part of the game design.
jdodson: What is the one thing you want people to say about Eitr?
Eneme Games: We want to hear people say that they've completed everything it has to offer. Playing a game and thinking it's great is one thing, but playing a game to completion says something else, it says that person was fully engaged in your title, they know what's good and they know what's bad, these people can offer constructive criticism that is of immeasurable value.
jdodson: Will Eitr feature narrative that will expand as you progress through the game. If so, wondering if you can share some of it with us?
Eneme Games: Well I can't talk much about the story quite yet, beyond what we've already told, but yes there will be dialogue that develops as players progress through the game.
jdodson: I saw Dawn of the Planet of the Apes in the theater. I wanted to see an ape kill a man and it took over an hour for that to happen. My first question is if you were directing the film how long would it take you to have an ape kill a man? My second question is would you include space travel because the movie omitted it entirely and I nearly asked for a refund because of this.
Eneme Games: We watched that film just the other day actually! It was... an experience. The monkey that killed the first guy was pretty sick though, I personally would've based the entire film around him, in which case a human would've probably died in the opening scene. Hah.
jdodson: Some people that are reading this may be considering getting into game development, do you have any thoughts for them or people doing it now?
Eneme Games: Sure, for people considering game dev, just jump in man, you'll find out real fast whether it's for you or not. Trust me. Once you make that first character move on the screen - it's really a love it or "meh" moment. Go get a program that's easier to start off with like Construct 2, or Game Maker and watch some tutorials on Youtube and really just mess around and have fun.
For those of you already doing it, send us a Tweet! We'd love to see what you're all working on.
jdodson: You have been in development of Eitr for some time, about how far do you anticipate we have to wait for the early beta and final version?
Eneme Games: We still consider the game to be in early development, when we launch our Kickstarter in the coming months, there will be an option for people to gain access to the Alpha, however this may be limited. As for the final version of the game, we don't have a release window set at this time.
jdodson: What games are you all playing right now? Anything we should be checking out?
David: Pretty hooked on Hearthstone at the moment, really anticipating the release of Bloodborne and Dragon Age: Inquisition.
Tobi: "dat Last of Us tho"
jdodson: Fast forward some and Eitr releases to good acclaim. Riches abound, cars, houses and boats for everyone. Whatâs next for ENEME?
Eneme Games: Oh man, well it's always going to be games that's for sure. If things really went that well we would probably just expand our team and start up the next project. Definitely would love to work on something at a much greater scale.
jdodson: Thanks for taking the time to get back to me, anything you want to say before we wrap things up?
Eneme Games: Thank you, Jon! Honestly the response we've had from Eitr so far has astounded us, we've received such good feedback from the press and the public, it was completely unexpected. When we put up our gameplay footage, really we were just anticipating viewers on our DevLog and possibly a couple others and it kinda just spiralled out of control - (notice our footage isn't a trailer and is just raw gameplay footage). Regardless, we want to thank the public for all the positive response we've had and we can't wait to show you more.
http://eitrthegame.com/
http://imgur.com/a/PET9v#0
I want to thank PDXLAN for letting me hangout with them and Matt Conwell for answering my questions about one of the coolest geek events in Portland.
jdodson: PDXLAN has passionate community around it. From itâs early years to what it is now, how do you look at how things have evolved?
Matt Conwell: I am proud the way the community has evolved. From early on in 2004 we started doing charity-minded activities. The community really latched on to that and has taken it further than I could ever have imagined. What surprises me most about the community is the range of attendees that we have. Our average age is 32 years old - much higher than other LAN Parties. Most people hear "gamers" and they think teens and college age. Our jobs are all over the board. From microprocessor engineers to stay at home moms - our community is diverse.
The decade of running an event has given my wife and me a way to positively grow a community and shape it into what it is today. Our sponsors often comment about just how unique PDXLAN is.
jdodson: Any games come to mind that have dominated PDXLAN this year?
Matt Conwell: Really - gaming isn't just one game anymore. Typically there is a game in each genre that dominates. In the MOBA space it is League of Legends. In the FPS space it is Battlefield 4. The RTS space is still dominated by Starcraft 2, and the MMO space is dominated by World of Warcraft. At PDXLAN there is always someone playing the game you like - the hard part is finding them. :)
jdodson: We talked a bit about the network setup for this years PDXLAN. I wonder if you could describe it for everyone?
Matt Conwell: Our network has gone through many iterations over the past 12 years. Currently we use a 1GB fiber connection from Xfinity as our internet backbone. We use a class B range as a bridge of a class C will just mess up in game browsers. From the Internet gateway we go to the core switch (Cisco 48 Port GB w/management). From the core we go via 1GB to each table of 24 people. Each table switch is a DLink 24+2 managed switch. (24 ports x 100MB / 2 ports x 1GB)
We haven't upgraded the network to full GB for a reason. Most tables pull 250mb/s consistent. Spikes take it up to about double that. It would take 10 users at full 100mb to saturate the line to the core. If we were able to give everyone GB without upgrading the line to the core, one person could saturate the line. A lot of file sharing takes place. While we could drop WFS at the core and kill file sharing - we've elected to just keep it a 1:10 ratio. There is talk about upgrading to a 10GB core and 1GB to the attendee with 10GB lines to the core - but no staff member has won the lotto yet. :)
Two other cool things about the network are SNORT and Captive Portal. We run SNORT on the PfSense box to drop and ban internal IP addresses from the gateway found to be torrenting. We don't want the LAN's bandwidth soaked up downloading all those Linux ISO's. We also run captive portal at the LAN. When an attendee arrives they input their personal password when their browser first loads to gain access to the Internet. That password ties their DHCP IP address to their name, and seat number.
jdodson: As I was touring the event I noticed a lot of beefy PCâs and displays. All these rigs come with some hefty power requirements, how do you manage to not blow a circuit breaker every hour?
Matt Conwell: We have the same power setup that we did 12 years ago. We put 6 computers on a 20 Amp circuit. Over the past decade we've lost CRT's and gained more efficient LCD or OLED monitors that take 1/4 of the power. Additionally processing power per watt has greatly improved. Systems today take the same power - but they just do a whole lot more with it.
We do have restrictions in place. We ask that attendees not have a power supply of over 650W per seat. If they need more, buy two seats. In reality all we care about is the constant draw of a power supply. Most systems don't use a constant draw of 600W - and if they do... they can afford two seats :)
jdodson: Certain types of traditional media outlets have some very negative views of gaming culture as being hyper violent and in some ways a contributing factor in events like school shootings. How do you look at these kinds of negative stereotypes about gaming culture?
Matt Conwell: In the 1950's it was music. In the 1970's and 80's it was Television. In the 1990's it was movies. Today, people blame games. One reason we do so much for charity is to gain awareness that gamers make a huge difference in the world. The PC-gaming market is an enigma in the marketing world because there are so many types of people in the demographic. Salary range is $0-infinity, Age range is 6 to 95. Education level is Kindergarten to PhD. Geographic location is Earth. Over 80% of people are considered "gamers" by the media. To the media a gamer is anyone that plays a phone, tablet, console, or PC Game. As a clinical Psychologist once put it to me: "It is more clinically relevant if a person does not play a video game, than if they do." Food for thought.
jdodson: For you, what game hooked you into the LAN scene originally?
Matt Conwell: My first "LAN" was a two person LAN in 1996 with my roommate playing Warcraft 2. From there it went to Starcraft in 1998 and CounterStrike in 1999. My first real LAN was in 1999 in the George Fox Computer Science Lab. CounterStrike may have affected my grades at the time....
jdodson: What games have you been playing lately?
Matt Conwell: I have really been loving Minecraft. If you like logic and Legos, stay away from this game. Other games I currently play are Diablo 3, Starcraft 2, Plants vs. Zombies Garden Warfare (a FPS version of PvZ), and I dabble in World of Warcraft from time to time. Games that stand out to me over the last decade are "Sid Meir Railroads!" and "Orcs Must Die!" - two PC games that are amazing - but got little press at the time.
jdodson: LAN events have changed over the years and as such I remember when Counter-Strike 1.6 required a constant connection to Steam. This was a major hassle for many LAN events at the time as fast Internet connections were not as common. Curious how the shift in technology has impacted PDXLAN over the years?
Matt Conwell: Oh man. When Steam came out and started forcing online only play - it was a headache. At the time we load balanced 10 cable modems into an aggregate Internet connection. Because of this a packet could leave one modem, and then the response could come back in another. It was weird. We dealt with it mainly by increasing the Internet connection (So thankful for Comcast!).
I think game developers have to start doing more of this as a result of the rampant piracy that is out there. It's sometimes hard to deal with technically - but from a business perspective I get it.
jdodson: What was the last movie you saw? Do you recommend it?
Matt Conwell: Lucy. I'd give it a B- as it had a good premise and Scarlett Jo-Hansen, but the last part of the movie got strange. In my household movies are rated as "Theater" "Rental" or "Meh" - this moive gains a "Rental" from my wife and I.
jdodson: You recently completed your first year of PDXAGE a tabletop gaming event in Portland. Curious how the event went and if your approached changed from PDXLAN?
Matt Conwell: The event went better than expected. Starting off in a new space is hard - getting the word out about the event is the hardest. PDXAGE stands for "Portland Analog Gaming Event" where as PDXLAN is Portland LAN.
PDXAGE leveraged the experience we had in PDXLAN for sure - but it also helped us build out some mad scheduling skills. I really have seen the increase in table top gaming the past few years - I think this event has a lot of potential. It's also a heck of a lot easier to set up than PDXLAN in terms of Power and Networking :)
http://www.pdxlan.net/
http://www.pdxage.com/
Miniverse is available for free with in game DLC on the iPad, right now.
... Read All Miniverse is a new puzzle game by Ryan Rothweiler of Ryt Games. Ryan is a local Portland game developer and I first got my hands on the Miniverse beta at a few events we both we boothing at. Miniverse is a pretty unique game in that you take control of planets to move people around the universe. So far, my wife and I have been playing it together in that we both alternate the iPad to complete levels. The game is very challenging as Miniverse starts out straight forward and ramps up the difficulty. It never seems impossible, but the timed missions and quick turn arounds mean you have to be quick.
Miniverse is available for free with in game DLC on the iPad, right now.
jdodson: Miniverse was recently launched on the iPad. How has the launch gone and how does it seem people are receiving it?
Ryan Rothweiler: The launch has gone great. And really questions like this come down to what your definition of success is and the goals you had coming into the project. I started this about three years ago just after releasing a much smaller game which was just a clone of Super Meat Boy. So my goals with Miniverse were to come up with an appealing original concept and create a game around it. I learned a lot about teaching the player how to play, how to expand on mechanics, how to construct and structure mechanics, game designey things like that. Which was my goal. I also learned a ton about talking with press and how to market a game. I think Miniverse was actually too unique, I can't say it's like anything else (because it isn't) so there was no reference to market it from. I think people are receiving it well. That is kinda a hard thing to judge. I do know that players understand how to play, and are successfully playing. The game has fulfilled my initial goals, so I'm very happy with the launch.
jdodson: Are you planning to release Miniverse on Android tablets or other platforms like the Smartphones or PC?
Ryan Rothweiler: I'd like to. It would be nice. The only barrier is money and time. I think the concept of the game is strong, but I don't think it's strong enough to spend more money and time for other platforms. The iPad launch isn't monetarily successfully enough to warrant other platforms. So no.
jdodson: If you could ask Santa for one thing for Christmas and you would get it, what would it be?
Ryan Rothweiler: Surface Pro 3! For sure! My desktop is falling apart and I reeeallly need a new workstation! I'm pretty entrenched in the Microsoft ecosystem (though mostly just because I'm a design and typography nerd, so the flat typographic Metro design Microsoft has going REALLY appeals to me). I've wanted a Surface for a long time. Probably not this Christmas though. :( Oh or a boat! I'm learning how to sail right now, and hoping to live on a boat within a year, so getting a sail boat would be amazing.
jdodson: Was there any game in particular you have played where you started to think you wanted to make games?
Ryan Rothweiler: Nope. I think I have a pretty unique take on games. I didn't grow up playing games, I've never been in an arcade, and I never really played console games much. Growing up I always thought I'd be an engineer. After starting to follow that thought I realized I wouldn't be happy with an engineering job because I couldn't put a part of myself into it. I want my work to speak about myself, and communicate who I am. I just can't do that with engineering. So I thought next I'd try graphic design, thinking hey that's more artistic yet somewhat technical. Which I did enjoy, but it was too artistic. I came to games because it seems like the perfect balance of artistic and technical skills. I also think that there is a HUGE inability to think progressively in the games industry. So really no there wasn't any game that made me think that I wanted to do games. I just think that I'm somewhat good at making games and that I enjoy making games!
jdodson: Any aspect of gaming or gaming culture you would change if you could?
Ryan Rothweiler: Mostly just the social stigma. I think that type of change has to come from internally though. As an industry and as individuals we need to take ourselves more seriously and hold ourselves to higher standards. We need to be more confident, dress better, speak more eloquently, be more professional, be more apart of the world. I really dislike Call of Duty not only because it's not a good game but also because it propagates the white male in his basement culture. I do think this will slowly get better as the gamer culture ages, and really it's already happening.
jdodson: You are living on a planet where one in ten people had died due to âthe simian fluâ. You notice that your small ragtag band of humans lives close to a race of super intelligent apes that ride horses and seem to be pretty handy with guns. Whatâs your next move?
Ryan Rothweiler: Find some sort of commodity that they need and take control of it (maybe the horses). Somehow become a linchpin in their society using the horses. Train the horses and trade with the apes, or kill a ton of horses while only keeping a few for yourselves and then trade. Also while building the human society. Training armies and building economies and such. Buy time by holding the apes in a poor economic situation while building human society. If they turn out to be cool and peaceful then try to integrate the two societies. If not then work on overpowering them.
jdodson: What are game(s) are you playing right now?
Ryan Rothweiler: Dota2. I've been playing a ton of Dota2. I have some ideas on a VR based eSport. Again I think in the next few year this is going to be a huge market. There are no good non team based eSport games. So it started as research, but now I play because I'm addicted. I want to play ShovelKnight though. That looks interesting. I'll probably pick that up here soon. I really don't play much games. I don't really consider myself a gamer. So I'll play a game if it's unique and interesting, but it usually doesn't last long.
jdodson: Whatâs next for you now that Miniverse has been released? Any thoughts to what the next game you release might be?
Ryan Rothweiler: It will be a while before whatever I do next is released. It's going to sound weird, but my goal for the next 5 - 10 years of my life is to win the igf. You don't have to release a game to win that award, so I don't have much incentive to release a game. I'm very goal oriented if you didn't notice. For my next project I'm looking for something that fits into the mold of games that win the igf and into the brand I'm trying to build. That's about it. Right now I'm prototyping a single player VR eSports game based around poker. Which really doesn't fit into the mold of the igf, buuut maybe. Still just prototyping ya know. I'm prototyping a new game each week, trying to hit an idea that I think can win, and then get it as good as possible for the October igf deadline. After that trying to get a job anywhere in the games industry to further my game design knowledge.
jdodson: Thanks for taking the time to answer my questions today. Anything you want to say before we wrap things up?
Ryan Rothweiler: Thank you Jon! I do want to say thank you for taking the time to look at my work. And for taking the time to help out and be part of the indie community here in Portland. I've really enjoyed becoming more and more apart of the growing community. Also good questions, it was a joy writing answers. :)
http://www.miniversegame.com/
... Read All Broforce is a pretty unique game to hit Steam Greenlight made by great people at Free Lives. I have followed it's progress and have paid close attention to each new release as it comes. Broforce is great with a controller and is especially fun playing it with friends on couch co-op. Recently Free Lives has hinted at the next Broforce update titled "Death From Above" that will come sometime this week and I can't wait to see what it ships with. I reached out to Free Lives so I could ask them some questions about Broforce and what makes it the most amazing direct video game translation to a "freedom face punch" in existence.
https://twitter.com/devolverdigital/statuses/481838930040328192
You might also note that Alex Atkins, famed writer of the hit new Steam game "Monsters Ate My Birthday Cake" also dropped in to add some questions to the mix as well. Yay, friendship.
Death From Above Update is Now Live:
http://www.devolverdigital.com/blog/view/broforce-updated-and-celebrating-merica
jdodson: Broforce is a good example of how to do Steam Greenlight well. People love the game already and seem very happy with the updates as you make them. What do you think of how the game has been received so far?
Evan Greenwood: While I canât say we were exactly surprised at the worldâs voracious appetite for democracy, we really are glad to be the ones feeding it. All the positive feedback has been really motivating and we are truly blessed to have such a great fanbase.
Alex Atkins: Do you have a lawnmower I can borrow?
Evan Greenwood: Yes. No. Maybe. Bro Hard is quite good at cutting grass, you can try using him?
Alex Atkins: Youâve mentioned in other interviews your intention to incorporate a space opera-like story into Broforce. Any idea when fans might get a glimpse of this?
Evan Greenwood: Weâd always want to keep a fair chunk of the story arc secret until launch. That said, weâre working on some snippets of story at the moment that weâre keen to show fans, and get feedback on. So thereâll be a glimpse within a month or two, and assuming we grow in confidence in our storytelling, a bit more after that.
jdodson: With that, what are you working on right now with Broforce?
Evan Greenwood: Right now, we are working on some top-secret things that we canât wait to show off. Mid term plans include expanding on the story, locations, bros and enemies in the game. The community has also been amazingly creative with our level editor, and improving that and the built in level sharing is very high on our priority list.
Alex Atkins: Will Free Lives be making convention appearances in the near future that fans should be aware of?
Evan Greenwood: Devolver are very awesome at making sure we have a presence at all the major conventions. We will be at Gamescom in Germany in August, and at Pax Prime in Seattle at the intersection of August and September.
jdodson: Based on how well things have been going, when do think the game may ship 1.0?
Evan Greenwood: We will only ship once we are happy with the quality and quantity of content in Broforce. This makes it hard to guess what the date would be, but it will hopefully be in the next year.
jdodson: Some people seem to dislike the auto Bro-switch feature that happens when you die or rescue a hostage. Some think that it would be better to simply pick a Bro for a particular level or switch on command. Wondering what your thoughts are about this critique and if you have any plans to accommodate this play style?
Evan Greenwood: Adapting your playstyle and switching tactics on the fly depending on which bro you have is one of the core tenets of Broforceâs gameplay. When I first played Doom, I played with IDDQD and IDKFA, and it took me a while to realise that the game is simply more fun with those off, even if it meant I couldnât use the BFG all the time. I think itâs a similar case for bro selection in Broforce. This has been so widely requested that we might consider a mode such as this, but the main campaign of Broforce will always have random bro selection.
Alex Atkins: Care to expand on the Devil character that waits at the end of most levels?
Evan Greenwood: Itâs Satan. Satan is evil. If you see him, you should probably shoot/stab/burn/explode/punch him.
jdodson: As someone that is super excited for Steam Machines and the whole SteamOS/Linux mix I am curious when you plan on making a Linux build available?
Evan Greenwood: Supporting an extra platform greatly adds to development time, time that at this stage should rather be spent on adding and polishing content in Broforce. That said, there will definitely be a linux version of Broforce available on launch.
jdodson: People want more Bros. A few people in the community have asked for Broeddy Krueger, Broba Fett, Abroham Lincoln & Broda. And you know, iâd be partial to some Ninja Shell Bros or Captain Brocard. Any word on future updates featuring any of these or other community suggestion Bros?
Evan Greenwood: Thereâs a lot of glaring omissions in the roster of Broforce at the moment. Until recently there wasnât a single Jean Claude van Damme character, and there still isnât a character portrayed by Steven Seagal.
One thing weâd like to do to solve this problem, is give the community some more powerful tools so that they can easily make these characters themselves. I really want to play a campaign where I play as four ninja-trained anthropomorphic turtles, for example, but Iâm not sure how everyone feels about fighting as an anthropomorphic turtle next to Rambro. So far weâve been stunned by the ingenuity of the level creators, and so weâd like to give them more toys to play with.
jdodson: One part yet to come to Broforce are the new Alien & Contra themed levels. I canât wait to play them and as such am wondering how the development is going? Are there any plans for any boss additions to these levels? I also heard there would be Dinosaurs. Hopefully nature finds a way.
Evan Greenwood: Contra is a game we grew up with, and really defined for us what action heroes should be doing in video games. Unfortunately at the moment weâve got a few more pressing development deadlines, but weâre itching to get back to expanding that part of the Broforce universe.
Alex Atkins: Youâve spoken about the incorporation of female characters into Broforce, and the dilemmas of doing so. Have you gotten any feedback from female gamers that has helped your decisions in this regard?
Evan Greenwood: I donât feel that focusing on adding token female bros is helpful to Broforce or improving representation as a whole. Instead, if someone is badass enough, we add them regardless of gender, and there is no shortage of badass female characters.
Alex Atkins: Expanding on that question, youâve also mentioned wanting to potentially add Sarah Connor, Tank Girl, and The Bride as Bros. Any others in mind?
Evan Greenwood: Our next update will feature a new female bro that isnât in that list!
jdodson: What is the tech stack that powers Broforce?
Evan Greenwood: Broforce is built entirely in Unity, but we are not using Unityâs built-in 2D features as they were added only recently.
jdodson: At the point that Broforce ships the final version, whatâs next for Free Lives?
Evan Greenwood: Right now we are only focusing on making Broforce the biggest and best game it could possibly be. We have one or two prototypes that we might be interested in taking further once we are finished.
Satan is evil. If you see him, you should probably shoot/stab/burn/explode/punch him.
Might be the best line in an interview ever.
I would love to be able to design extra characters, I hope that becomes a thing :)
I agree. On both counts.
jdodson: Wayward Souls has launched to some pretty universal critical acclaim with fans and reviewers. How are you taking the feedback and has anything altered your initial set of plans for the game?
Kepa Auwae: There's some... Read All As someone that typically doesn't like mobile games, I was strangely excited to see Wayward Souls launch. Wayward Souls is a 2D hack-n-slash rogue-like that has some of the best mobile controls i've experienced. Lately, it's been the game i've been spending the most time playing because it's focus on short gameplay chunks is really compelling. I want to thank Kepa of RocketCat Games for getting back to me and I wish them well to a speedy PC launch!
jdodson: Wayward Souls has launched to some pretty universal critical acclaim with fans and reviewers. How are you taking the feedback and has anything altered your initial set of plans for the game?
Kepa Auwae: There's some mixed feedback on the controls. "Best control scheme on iOS" generally, but some "flawed controls hurt the game". We found out there's a slight sensitivity problem for swipes on iPad, so we need to fix that. Our first big update got delayed a bit, as we added a lot of feature requests and such. Still working on that.
jdodson: I am a huge fan of PC gaming and think Wayward Souls would work really well in this space. Curious what the timeline is to bring the game to Steam and if we might see a Linux/Steam Machine or Mac port as well?
Kepa Auwae: We hope for a few months, for the Windows version. We can most likely get it on Steam. Linux/Mac: Not sure yet! We'd like to port it to as many platforms as possible, but we also don't want to handle the work ourselves. We need to find a porting company to tackle it.
jdodson: How long has Wayward Souls been in development before you decided it was ready for launch on iOS?
Kepa Auwae: 2.5 years. Really 2 years, but we took 6 months to DESPAIR.
jdodson: What was the inspiration for Wayward Souls?
Kepa Auwae: Secret of Mana was a big one. Mostly me not liking the combat after playing it again. I wanted to make a game like Secret of Mana, but one where the combat was fast-paced and required some twitch skill and thought. Spelunky was also a big one, due to its good level generation system.
jdodson: I heard it mentioned that Wayward Souls would get a few content updates. What kinds of things do you have planned? When you start supporting new platforms will they all receive the same content?
Kepa Auwae: New areas, with the first update having a huge new dungeon. Secret stuff. New content. Eventually a new playable character. The new platforms will get the same content, though PC version will get a big content update that may take awhile for the other platforms to get.
jdodson: When do you think the PC version will come out? Don't need a specific date, but are you working on it now?
Kepa Auwae: We hope that the PC version will take about a few months, but no idea really.
jdodson: If you could work with any video game property, which would it be?
Kepa Auwae: Sonic the Hedgehog, but with us intentionally making the worst game possible. With a King of the Hill cross-over.
jdodson: From your first game to finally shipping Wayward Souls and Death Road to Canada, how do you look at how things have gone? Anything in game development that you didnât go the way you expected?
Kepa Auwae: Well we thought Wayward Souls would take about half the development time. And we thought Death Road would have been out a long while ago. So yeah I guess release dates didn't go as expected for either.
jdodson: Recently I watched a Mystery Science Theater 3000 episode that featured âSanta Claus VS The Martians.â In the film, Martians want to make their kids happy again by kidnapping old Saint Nick and having him make presents on Mars. Not sure this is a question.
https://www.youtube.com/watch?v=6C5WwammH90
Kepa Auwae: I saw that one, I was a big MST3K fan. Sometimes I get flack for being a Mike fan instead of a Joel fan.
jdodson: My friends have asked me if I prefer Mike or Joel and I honestly don't like to answer that. It's odd because your supposed to have a favorite, but I really like them both. They are super different though, but it's hard to pen it down to which I prefer. WHY MUST WE CHOOSE ONE?
Kepa Auwae: Because Mike's BETTER.
jdodson: I am a Death Road to Canada backer and canât wait for the game to ship. How is development going on it? Will it ship this year?
Kepa Auwae: It's going slowly, but recently it's gotten a lot better. We hope it ships this year, but not going to guess at a release date at all until we're sure.
EXTRA THING: One of the updates will add a super elaborate Credits level.
http://www.rocketcat-games.com/
Wayward Souls looks pretty cool, but I think I'll wait for the PC version. :)
Good idea. It really does have some of the best of breed phone controls, but this game seems made for the PC.
Is there a demo for iOS? I'd like to give the mobile controls a try but don't want to have to buy the full game just to try it out.
No demo that I know of.
I decided to take a different approach to this interview and reached out to one of my friends Alex Atkins, the lead writer of Monsters Ate my Birthday Cake. We are both excited about the game and he agreed to toss a few questions in the interview to give it a different perspective.
Alex Atkins: Many developers (and artists in general) are... Read All Hyper Light Drifter is an upcoming 2D action RPG. Like many of you I was dazzled with the Kickstarter and am on the edge of my seat awaiting more information on it's development. After the last trailer dropped at PAX East I wanted more information on how things were progressing with the game and contacted Heart Machine Games.
I decided to take a different approach to this interview and reached out to one of my friends Alex Atkins, the lead writer of Monsters Ate my Birthday Cake. We are both excited about the game and he agreed to toss a few questions in the interview to give it a different perspective.
Alex Atkins: Many developers (and artists in general) are influenced by things that don't directly relate to their art, such as the lyrics of a song influencing the story of a video game. Are there any such instance for the Heart Machine team? Are there any specific cases of something outside the arena of video games (such as film, literature, music, or otherwise) that have profoundly affected your creative process?
Alex Preston(Heart Machine Games): Of course. I think we're all deeply affected by great film and music and literature of any kind, with the qualifying factor of "good". A major influence for myself in creating this game has been Miyazaki films, primarily Nausicaa.
jdodson: So far, the story details of Hyper Light Drifter are pretty sparse. I am wondering if you can share a bit about The Drifter?
Alex Preston(Heart Machine Games): Intentionally so! I don't want to spoil anything. I prefer people to experience the story and character progression themselves once they play.
Alex Atkins: After some playtesting at PAX East, the character animations seem a bit 'framey', is this an intentional allusion to a bygone era of games with limited hardware and choppier framerates?
Alex Preston(Heart Machine Games): Hmm, not sure precisely what you may have noticed; our animation is fairly fluid, as each character is loaded with a large amount of hand drawn frames. There are a few milliseconds of hold on the attacks and some other moments to add impact and weight to the gameplay. Could be the build had some frame rate stutter, as it is still pre-alpha.
jdodson: If you could work on any video game property what would it be?
Alex Preston(Heart Machine Games): Maybe F-Zero. I say maybe since the answer would likely be "none" if confronted with that in actuality; I very much enjoy creating my own worlds to experience.
jdodson: How long have you been working on Hyper Light Drifter? How has it evolved from your early concept of what you wanted it to be?
Alex Preston(Heart Machine Games): About 2 years of concepting, experimentation, lore building, and some loose dev work. It's evolved into something much more cohesive and gratifying, due to having a full team now. Everyone at Heart Machine has great input, ideas and abilities, so it's far better than what I could have produced by myself.
Alex Atkins: Why did you choose Game Maker over other engines such as Unity?
Alex Preston(Heart Machine Games): We are most familiar with GM, and it's very fast and cheap to iterate on. Unity is less suited for 2d, and none of us are as comfortable with a 3d toolset in the first place.
jdodson: Imagine yourself in the following scenario. You are in a abandoned 1950âs town and you hear a distant siren. After some searching you realize you are in a nuclear test area and the bomb is close to dropping. You notice a lead lined fridge. What do you do?
Alex Preston(Heart Machine Games): Search the fridge for a (hopefully delicious) final meal.
Alex Atkins: How has it been working with Rich Vreeland (Disasterpeace?)
Alex Preston(Heart Machine Games): Rich is a gentleman, and a super talent. He understands the project and process well and adds such a magical quality. I'm always so damned excited to hear his next track; music is such an integral part of the experience.
Alex Atkins: You received a very generous sum of financial assistance with your kickstarter, but do you care to give any figures or insight on how the inevitable âdroppedâ payments have affected Hyper Light Drifterâs development? Especially if the total amount paid after drops brought you below a stretch goal that to an outside observer appears paid for?
Alex Preston(Heart Machine Games): Sure. It was a decent chunk, a percentage point or two, on top of the fees for KS and Amazon, so it absolutely takes away from the final budget. It's inevitable with mass payment systems. However, I think it has balanced out; our humble bundles have helped to offset losses like that for the most part.
Alex Atkins: Any regrets on the offerings of the kickstarter reward tiers (i.e. you wish you hadnât told people youâd give them that)
Alex Preston(Heart Machine Games): The t-shirts were stuck in the middle of the tiers and did not "travel" up through the other tiers by default, so things got a bit messy because of it. It's been a pain to deal with that, but I don't regret offering them. Otherwise, I'm sure we will continue to find some level of difficulty or quirks when producing and distributing the remaining goods, as always happens with physical product. The KS tier/survey system could use some fine-tuning to help ease those pains.
jdodson: In an age of triple A games pushing 3D further to melt video cards many, Indie titles are made with pixel art. As someone making a modern pixel art game I am curious what you think about pixel art in the modern age of gaming? Do you think it will always have a place in modern gaming?
Alex Preston(Heart Machine Games): I think it will always have a place, just as hand drawn animation in film and television still does after 3d took the lead. It's an incredibly unique aesthetic with a massive dose of nostalgia attached, and there's plenty more to be done within it's limitations.
jdodson: Thanks for taking the time to answer our questions. Anything last thing you want to say before we wrap things up?
Alex Preston(Heart Machine Games): Thanks for the questions! Final comment: thanks to everyone that came and played the game and took the time to speak with us at PAX.
I want to thank Heart Machine Games for the interview and wish them to a speedy launch of Hyper Light Drifter!
http://www.heart-machine.com/
Really looking forward to this one. Such beautiful imagery. I love that good pixel-art games continue to be pumped into the gaming ether.
Good interview. This game looks incredible! I can't wait to give it a try.
I am too. I want to play a kind of Indie Zelda and I hope this fits the bill. Since Nintendo doesn't port games to PC this is a pretty close second.
Or seems to be.