After trying out the Alpha of Peanut Butter Fingers 2D cover shooter Ur Not a Hero, I was impressed. I decided to ask them to talk to me about the game and the next steps because I am really interested in the story behind it and when the final may make its appearance. Because, the world needs more violent 2D cover shooters to round things out.
jdodson: You recently released Ur Not A Hero in Alpha. I wonder how this has been going for you? How have people been responding to it?
John Ribbins: Itās all a bit of a shock really. I read indiegames.com pretty much every day and I opened it up on Monday and saw UNAH at the top of the page. I think I literally went āeepā. The following response on PC Gamer and the subsequent number of downloads was a total surprise. Iāve put out games before and had a couple of comments and downloads, so to have people writing about it and making YouTube videos has been super nice. I have to admit that when I saw that people were playing it I got a bit scared because itās still so rough and broken, but the response has been really encouraging. Itās nice to see people having fun with it and itās great to get critical feedback at this early stage.
jdodson: I wonder what changes you need to make to Ur Not A Hero before you release the final version?
John Ribbins: Yikes. Thereās a big to-do list. I rushed to do an Alpha before Xmas because I just wanted something out, get some feedback so far. Thereās a ton of stuff thatās simply missing, the interface is completely horrible to use, and some screens are literally just text, the list goes on! The levels too are really just placemarker, a lot of them are just testing different features right now, in the final version there will actually be a difficulty curve through the levels, getting gradually harder, as opposed to completely random. Thereās more playable characters too. The alpha was really about seeing if people enjoyed the mechanics of the game and to get the level editor fully functional so that we could build stuff. From here itās about actually creating proper game levels and taking on board all the feedback to make what we do have better.
jdodson: I have a recommendation for a playable character in Ur Not A Hero. A bald character, mid 40s with a plain white shirt and no shoes. Has a machine gun and during his special attack he says āYippee Ki Yay Ye Motherfucker!ā Saying this makes him go a bit faster, take less damage but afterward his feet are red and walks with a bit of a limp.
John Ribbins: I just tried to draw him:
http://i.imgur.com/1MQWth8.png
But he kinda just looked like an old hobo guy, not Mr.Willis. I think itās the stubble. Anyway, thatās awesome, I guess heās highly susceptible to broken glass and canāt shoot cops? But he keeps coming back, to do sequels of increasingly lower qualityā¦
jdodson: Any plans on doing a Kickstarter to finish the game?
John Ribbins: So far the game is something that me and Danny have been developing in our free time. Having had such a positive response from people has inspired us to get cracking and finish the game. How we go about that is something that weāre exploring at the moment. KickStarter is certainly an option, as is Steam Greenlight. Weāre currently developing a game with Sony for the Playstation VITA, so there are lots of options. I wouldnāt want to pigeon hole us into anything specific right now.
jdodson: I am sure you thought about the game quite a bit before you started working on it. At what point did you realize you Ur Not A Hero needed to be an actual game?
John Ribbins: Thatās a tricky one. Iāve wanted to do the Slide/Cover thing in 2D for a very long time. Last year I started making a tile map editor just for the challenge of it. I realised I could make it do the 2D levels Iād need for the cover based game and I had a pretty nice AI engine for characters navigating the maps, so I decided to give it a go. Basically knocked out a 1 level demo with just the machinegun guy, some crates and a few baddies in a weekend and got some people to play it. Have to thank Jemma, Aaron and Peter at Lunar Software, Dean Gifford from Preliminal and Peter Silk from Surprised Man and my lovely girlfriend for playing it and giving me a ton of feedback, which then helped me figure out what to do with it. Iāve been a bit naughty really, thereās no design doc or anything like that, itās more been a case of people suggesting stuff that sounds super cool, prototyping it in the game and then seeing if it works. Now that the alpha is out weāre being a lot more structured in how we move forward.
jdodson: What is the tech used in Ur Not A Hero?
John Ribbins: Itās made in Click Teamās Multimedia Fusion 2. I can write code but I donāt particularly want to, so itās perfect for me. Once youāve build your engine in MMF itās easy to focus on creating gameplay as opposed to worrying about render pipelines or whatever. That said, once you start trying to get MMF to independently control 30 different characters, things get a bit tricky. Iām actually surprised it doesnāt lag.
jdodson: Was the art made by yourself or are you working with an artist?
John Ribbins: I drew and animated the characters, but credit for pretty much everything else goes to Danny Pearson @lambdansack. Danny has worked at my games studio for a couple of years and he had some free time so started making tons of assets for the game. The simplicity of the art style was initially about speed, but we kind of like it. We keep putting shiny nice things in, then hating them and making them into squares instead. The engine randomises the objects in a scene every time you play, so thereās a ton of assets to draw. Danny has been a legend in that respect. That said I think thereās only about 30% of the final asset list completed.
jdodson: What platforms do you want to support? Any thought to Mac or Linux?
John Ribbins: Right now itās a straight PC title, ultimately Iād like to support Mac too. Further down the line Iād like to look at other platforms, like XBLIG or VITA but right now itās more about getting the core game done. I donāt think Iāve ever actually seen Linux, so Iāve no idea if I could support it or not!
jdodson: I saw Jaws 3 recently and it blew my mind. It was at Sea World and mother Jaws and Baby Jaws busted into the park. Hilarity ensued. At the end as mom Jaws exploded its actual ājawsā came at the screen and hovered around for 15 seconds. Not sure this is a question but it was extremely noteworthy.
John Ribbins: Hmmmm a Roy Scheider character with a harpoonā¦.
jdodson: Ur Not A Hero mixes a lot of awesomeness. ln one level you simply kill all the gangbangers and in another level you need to survive a Police raid. At times it feels like an awesomely campy 80s action movie. I wonder what some of your influences were in making Ur Not A Hero?
John Ribbins: Thanks. Iām glad you enjoyed the awesomeness cocktail. Itās been a bit of a mashup really. Once we had the cover system and editor in place, we could start adding characters and missions and it kind of grew from just picking stuff we thought was cool. The Heist levels are totally a homage to Payday the Heist. Max Payne and Sam Fisher are kind of obvious I guess, but theyāre really just hints to how the characters work. āoh itās Max Payne, I bet I can dive and shootā¦yepā. I love trashy action films, like the Gary Daniels stuff from the ā90s so I guess that fed into it too. Through the studio Iām at we work in a (generally) quite organised fashion, with design docs and spreadsheets and timeplans, so itās been really liberating with UNAH to be like āshall we make SWAT guys come down ropes when you crack the safe?ā and then just doing it, even if it takes a week. The weirdest thing is when people say like āoh hey, this is totally from that bit in Xā, and Iām thinkinā āIāve never even seen X, but OK, yeah, itās from thatā. I think when youāre designing you absorb a lot of influence kinda via osmosis. Sometimes you donāt realise that something influenced you until someone else points it out.
jdodson: Paramount Pictures comes to you and wants to buy the rights to Ur Not A Hero for a full length feature film. They low ball you with buying the movie rights for $25,000. What do you do?
A. Table flip
B. Chair throw
C. Scream āShow me the moneyā
D. Cave in and accept the offer
E. All Of The Above
John Ribbins: Hold on, thereās not an option to tell them no.. at least not without damaging furniture.
jdodson: What video games come to mind as games that you really enjoy and inspire you to make games?
John Ribbins: Ah thatās not fair! Thats like the hardest question, Iāve played a fair number of games. New(ish) : Super Meat Boy, Hotline Miami, Chivalry, Punch Quest, Spelunky, Happy Wheels. Old(er) : Cabal, Mercs, Carmageddon, original GTA, Quake.
jdodson: Peanut Butter Fingers has released a few other games as well. I just played Hack, a game that admits to being āmore violent than pacifism.ā In Hack you go head to head with another Gladiator and it has a āpaper, rock scissors bloody offspringā vibe. From start to finish, how long did it take to release Hack and what were your goals for making it?
John Ribbins: Ha, cheers for giving it a go! I put it together one afternoon for fun, it was just a super unfair 1 player game. A buddy of mine came over that evening and we tried making it 2 player, then got quite drunk and spent about 3 hours solid just playing it. I donāt think itās a game, because itās totally unbalanced, itās more a simulator for stabbing your friends and laughing about it together. I donāt know if thatās a good thing.
jdodson: I want to thank you for doing this interview John. Anything else you want to let us know about that I missed?
John Ribbins: Thanks for getting in touch with me to do it. I guess thanks to all the people that have downloaded it and played it, itās been totally awesome to see people having fun with it. I think Iād also like to promise people that itāll get finished, but that thereās only 2 people trying to make the darn thing, so please be patient! Weāre also holding down real jobs and have to choose between UNAH and sleep. Finally, I was massively disorganised when the game came out, and didnāt really give anyone a place to go to get updates etc etc. If youāre interested in staying in touch, getting the next build and so on, then please follow me up on twitter @flappyfingers, or check into my website, www.peanutbutterfingers.co.uk. Iāll be trying to updates as soon as possible.
Lots of love and some cake.
http://peanutbutterfingers.co.uk/
jdodson: You recently released Ur Not A Hero in Alpha. I wonder how this has been going for you? How have people been responding to it?
John Ribbins: Itās all a bit of a shock really. I read indiegames.com pretty much every day and I opened it up on Monday and saw UNAH at the top of the page. I think I literally went āeepā. The following response on PC Gamer and the subsequent number of downloads was a total surprise. Iāve put out games before and had a couple of comments and downloads, so to have people writing about it and making YouTube videos has been super nice. I have to admit that when I saw that people were playing it I got a bit scared because itās still so rough and broken, but the response has been really encouraging. Itās nice to see people having fun with it and itās great to get critical feedback at this early stage.
jdodson: I wonder what changes you need to make to Ur Not A Hero before you release the final version?
John Ribbins: Yikes. Thereās a big to-do list. I rushed to do an Alpha before Xmas because I just wanted something out, get some feedback so far. Thereās a ton of stuff thatās simply missing, the interface is completely horrible to use, and some screens are literally just text, the list goes on! The levels too are really just placemarker, a lot of them are just testing different features right now, in the final version there will actually be a difficulty curve through the levels, getting gradually harder, as opposed to completely random. Thereās more playable characters too. The alpha was really about seeing if people enjoyed the mechanics of the game and to get the level editor fully functional so that we could build stuff. From here itās about actually creating proper game levels and taking on board all the feedback to make what we do have better.
jdodson: I have a recommendation for a playable character in Ur Not A Hero. A bald character, mid 40s with a plain white shirt and no shoes. Has a machine gun and during his special attack he says āYippee Ki Yay Ye Motherfucker!ā Saying this makes him go a bit faster, take less damage but afterward his feet are red and walks with a bit of a limp.
John Ribbins: I just tried to draw him:
http://i.imgur.com/1MQWth8.png
But he kinda just looked like an old hobo guy, not Mr.Willis. I think itās the stubble. Anyway, thatās awesome, I guess heās highly susceptible to broken glass and canāt shoot cops? But he keeps coming back, to do sequels of increasingly lower qualityā¦
jdodson: Any plans on doing a Kickstarter to finish the game?
John Ribbins: So far the game is something that me and Danny have been developing in our free time. Having had such a positive response from people has inspired us to get cracking and finish the game. How we go about that is something that weāre exploring at the moment. KickStarter is certainly an option, as is Steam Greenlight. Weāre currently developing a game with Sony for the Playstation VITA, so there are lots of options. I wouldnāt want to pigeon hole us into anything specific right now.
jdodson: I am sure you thought about the game quite a bit before you started working on it. At what point did you realize you Ur Not A Hero needed to be an actual game?
John Ribbins: Thatās a tricky one. Iāve wanted to do the Slide/Cover thing in 2D for a very long time. Last year I started making a tile map editor just for the challenge of it. I realised I could make it do the 2D levels Iād need for the cover based game and I had a pretty nice AI engine for characters navigating the maps, so I decided to give it a go. Basically knocked out a 1 level demo with just the machinegun guy, some crates and a few baddies in a weekend and got some people to play it. Have to thank Jemma, Aaron and Peter at Lunar Software, Dean Gifford from Preliminal and Peter Silk from Surprised Man and my lovely girlfriend for playing it and giving me a ton of feedback, which then helped me figure out what to do with it. Iāve been a bit naughty really, thereās no design doc or anything like that, itās more been a case of people suggesting stuff that sounds super cool, prototyping it in the game and then seeing if it works. Now that the alpha is out weāre being a lot more structured in how we move forward.
jdodson: What is the tech used in Ur Not A Hero?
John Ribbins: Itās made in Click Teamās Multimedia Fusion 2. I can write code but I donāt particularly want to, so itās perfect for me. Once youāve build your engine in MMF itās easy to focus on creating gameplay as opposed to worrying about render pipelines or whatever. That said, once you start trying to get MMF to independently control 30 different characters, things get a bit tricky. Iām actually surprised it doesnāt lag.
jdodson: Was the art made by yourself or are you working with an artist?
John Ribbins: I drew and animated the characters, but credit for pretty much everything else goes to Danny Pearson @lambdansack. Danny has worked at my games studio for a couple of years and he had some free time so started making tons of assets for the game. The simplicity of the art style was initially about speed, but we kind of like it. We keep putting shiny nice things in, then hating them and making them into squares instead. The engine randomises the objects in a scene every time you play, so thereās a ton of assets to draw. Danny has been a legend in that respect. That said I think thereās only about 30% of the final asset list completed.
jdodson: What platforms do you want to support? Any thought to Mac or Linux?
John Ribbins: Right now itās a straight PC title, ultimately Iād like to support Mac too. Further down the line Iād like to look at other platforms, like XBLIG or VITA but right now itās more about getting the core game done. I donāt think Iāve ever actually seen Linux, so Iāve no idea if I could support it or not!
jdodson: I saw Jaws 3 recently and it blew my mind. It was at Sea World and mother Jaws and Baby Jaws busted into the park. Hilarity ensued. At the end as mom Jaws exploded its actual ājawsā came at the screen and hovered around for 15 seconds. Not sure this is a question but it was extremely noteworthy.
John Ribbins: Hmmmm a Roy Scheider character with a harpoonā¦.
jdodson: Ur Not A Hero mixes a lot of awesomeness. ln one level you simply kill all the gangbangers and in another level you need to survive a Police raid. At times it feels like an awesomely campy 80s action movie. I wonder what some of your influences were in making Ur Not A Hero?
John Ribbins: Thanks. Iām glad you enjoyed the awesomeness cocktail. Itās been a bit of a mashup really. Once we had the cover system and editor in place, we could start adding characters and missions and it kind of grew from just picking stuff we thought was cool. The Heist levels are totally a homage to Payday the Heist. Max Payne and Sam Fisher are kind of obvious I guess, but theyāre really just hints to how the characters work. āoh itās Max Payne, I bet I can dive and shootā¦yepā. I love trashy action films, like the Gary Daniels stuff from the ā90s so I guess that fed into it too. Through the studio Iām at we work in a (generally) quite organised fashion, with design docs and spreadsheets and timeplans, so itās been really liberating with UNAH to be like āshall we make SWAT guys come down ropes when you crack the safe?ā and then just doing it, even if it takes a week. The weirdest thing is when people say like āoh hey, this is totally from that bit in Xā, and Iām thinkinā āIāve never even seen X, but OK, yeah, itās from thatā. I think when youāre designing you absorb a lot of influence kinda via osmosis. Sometimes you donāt realise that something influenced you until someone else points it out.
jdodson: Paramount Pictures comes to you and wants to buy the rights to Ur Not A Hero for a full length feature film. They low ball you with buying the movie rights for $25,000. What do you do?
A. Table flip
B. Chair throw
C. Scream āShow me the moneyā
D. Cave in and accept the offer
E. All Of The Above
John Ribbins: Hold on, thereās not an option to tell them no.. at least not without damaging furniture.
jdodson: What video games come to mind as games that you really enjoy and inspire you to make games?
John Ribbins: Ah thatās not fair! Thats like the hardest question, Iāve played a fair number of games. New(ish) : Super Meat Boy, Hotline Miami, Chivalry, Punch Quest, Spelunky, Happy Wheels. Old(er) : Cabal, Mercs, Carmageddon, original GTA, Quake.
jdodson: Peanut Butter Fingers has released a few other games as well. I just played Hack, a game that admits to being āmore violent than pacifism.ā In Hack you go head to head with another Gladiator and it has a āpaper, rock scissors bloody offspringā vibe. From start to finish, how long did it take to release Hack and what were your goals for making it?
John Ribbins: Ha, cheers for giving it a go! I put it together one afternoon for fun, it was just a super unfair 1 player game. A buddy of mine came over that evening and we tried making it 2 player, then got quite drunk and spent about 3 hours solid just playing it. I donāt think itās a game, because itās totally unbalanced, itās more a simulator for stabbing your friends and laughing about it together. I donāt know if thatās a good thing.
jdodson: I want to thank you for doing this interview John. Anything else you want to let us know about that I missed?
John Ribbins: Thanks for getting in touch with me to do it. I guess thanks to all the people that have downloaded it and played it, itās been totally awesome to see people having fun with it. I think Iād also like to promise people that itāll get finished, but that thereās only 2 people trying to make the darn thing, so please be patient! Weāre also holding down real jobs and have to choose between UNAH and sleep. Finally, I was massively disorganised when the game came out, and didnāt really give anyone a place to go to get updates etc etc. If youāre interested in staying in touch, getting the next build and so on, then please follow me up on twitter @flappyfingers, or check into my website, www.peanutbutterfingers.co.uk. Iāll be trying to updates as soon as possible.
Lots of love and some cake.
http://peanutbutterfingers.co.uk/
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I really, really, really hope he keeps the John McClane character!
I do too.