J33tle

J33tle

Matt R.  //  Student by day, Blogger by night

May 24 / 7:01:00 PM

Interview with Matt from Brilliant Bytes Software

Just finishes an interview with Matt from Brilliant Bytes Software about Spectre

 

What was it like developing Spectre?

It was a long process that was mostly just to teach myself programming by remaking a favorite game of mine. It was quite challenging- to work on almost every aspect of a large, polished project.

I was really going for the best clone I could. I own a copy of Spectre VR and I used level and resource editors within a Mac emulator to get every detail I could. It may not be perfect, but it's very close!

 

How Big is the development team?

I am the only developer on this project, and the code was written from scratch. All the new/extra artwork and sounds are mine, too.

 

Currently there are 4 Multiplayer modes? - Can we expect to see more, anytime soon?

I hope so. It really depends what I can do that works within the limitations of the remake and whatever platform it's running on.

 

Are you guys anyway associated with Peninsula Gameworks? Do they even know about the game?

It started off as a remake project of mine. I didn't think anyone cared about Spectre any more until I had it (under the name VRTank, with alternate sounds and models) on the App store that Peninsula Gameworks contacted me. It's been a great privilege and honor working with them. As an indie developer I feel very lucky to work with people that have so much experience in the industry; it's a great way to start off, as I can use what I've learned for future projects!

 

Do you have any suggestions for future app developers?

Not at the moment. I'm extremely new to this and I admit it's a big risk to put such a large, complex project onto such a saturated market as the App Store. I'm personally counting on the quality and re-playability of the game to make it stand out.

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May 12 / 2:07:00 PM

Small Interview: Illusion Labs

I did a very small interview with Anders Mårtensson of Illusion Labs about Labyrinth 2

How long was Labyrinth 2 in Development? 

From start to first release took about 9 months for 1-5 people. Then we have worked on it on and off for a couple of months, doing updates and fixing bugs.

 

What is it like developing such games as, Touch Grind, Labyrinth 2, and Sway? 

It's great! I love having a creative job and no boss who really tells me what to do. However, it's also a lot of hard work nailing down those nasty bugs, but once you read all the positive reviews and all the fan mail you know it was worth it! 

 

What can we expect to see in future updates? 

Not much, L2 was complete from the start and the other games are quite old and it doesn't make much sense in updating them more as we have already done numerous updates with new content.

 

Are there any future games your willing to "Spill the beans" about? ;) 

Sorry, no ;) We are however working on a new game and hopefully we can tell you about it in a month or so!

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Apr 4 / 6:12:00 PM

Interview with John Paul about The Vistors from Mir

I had an amazing opportunity to talk with John Paul about his recent game in the AppStore, The Visitors from Mir. John has worked on such films as A Scanner Darkly, and Waking Life using Rotoscoping is an animation technique in which animators trace over live-action film movement, frame by frame, for use in animated films. Such films that have used this method include (my personal favorite) Tron, and Who Framed Roger Rabbit among others.

 

How long has The Visitors from Mir been in development?

Started in November 2009. With the last couple of months being more intense in order to make the iPad launch date.

 

For a one man development team, you sure do have talent. Do you have any background?

I studied Electrical Engineering at Purdue then art at the University of Texas.

In the 90's I did game art for a couple of PC strategy games, Ascendancy and The Tone Rebellion. One other artist and I did all the art for those games which included 2D illustrations and 3D modeling and animation.

I left the gaming industry to work on film animation. Was fortunate to get to work for Bob Sabiston using his great rotoscoping software on Richard Linklater's "Waking Life" and "A Scanner Darkly" along with some other short films. 

So the combination of programming experience from Purdue, painting at UT, and self taught computer graphics experience served me well in making this game.

 

What's it like working in the Movie industry?

Being an animator, i never felt like i was in the "movie industry". Felt more like hired hands to help the director follow his vision. I don't mean this in a negative way. I just wasn't really involved in the industry. It's one of the top 3 jobs I have had; got to work with creative and fun people. Made some good friends working on those movies. I think the more "indie" the film is, the better. Waking Life was more free form and though we worked hard, the attitude was relaxed. Scanner was the exact opposite. You could feel a lot of corporate pressure working on that project. A long soap opera i won't go into. It's amazing good movies ever get made when the big studios get involved; i'll leave it at that.

 

What inspired you to create the game?

This is a true story. Nothing earth shattering, but a few years ago I had this vivid (bordering on lucid) dream where I was walking down a mountain road and as I rounded a curve i encountered a group of aliens; little ones with kind eyes and kind faces but big heads. I felt no fear whatsoever, and they seemed very peaceful and kind.

I casually asked them, "Where ya from?"

They replied, "We are from the planet Mir which is 43 miles west of what you call the Sun." (which made me sort of laugh after waking)

There was probably more to the dream that i have forgotten. But what amazes me about the dream is at the time (in real life), I had never heard of the word Mir, nor the space station Mir. I came to learn that the word means "peace" or "world" in Russian. This is not the first time I have had dreams where information that I had no prior knowledge of has been given to me. Then looking the info up later I find it to be very pertinent to the dream.

Already being a pacifist, I decided to create an iPhone game (and iPad) based on these Mir folk. I wanted to make a game that appears to be a typical whack the aliens game, but based on the player's behavior, the Mir try to get the player to be more peaceful in approaching the game.

It's a very simple to play game so kids or adults who just want to zone out can play it. 

 

What can we expect to see in Future Updates of the game? 

First, some little features that i ran out time before i could add them. One is a pause button. Two is a "Reset High Score" (which i think one could do manually by deleting the data.plist file that i create to save the score and time settings. I don't know, can a user find these sandbox files and delete them??) anyway, I am thinking of adding some sort of attack coming from the Groog if you let them stay up too long; but I'm not sure because that would require the player to be more aggressive which is counter to the point of the game.

 

Your game is "kid friendly" (nonviolent) what made you point your game towards a younger audience?

Well, older people tend to be more set in their ways and attitudes; and are more likely to be jaded against ideas of a peaceful world. Kids for the most part think we adults are ridiculous for waging wars, having naive ideas like "why don't you all stop fighting?." The kids are exposed through TV, movies, and games etc. to so much indoctrination into a warlike world where violence is a part of everyday life. Which is a complete lie. 99.9 percent of the planet is peaceful at any one moment. Without this mental bombardment, most people would never experience any gore or serious violence in an entire lifetime. I wanted to provide an alternative to the usual shoot'em up.

 

You mentioned in your Touch Arcade Thread, you mention the possibility of releasing more games. Mind sharing some thoughts with us as to what we can expect to see from you? 

Not sure. I have a list of ideas that seem good at the time and then when I look back at the list, it's difficult to choose which one is worthy of all the time and effort that it takes to make a game. Even a crappy game takes a lot of work. I have one that keeps returning to my headspace which would be a sort of oracle one could consult, but there are a lot of "Magic 8ball" type apps around and I'm not interested in regurgitating one of those. This would be more about visual/audio beauty with some vague made up spirituality. ha.

 

Do you have any suggestions for iphone developers in the AppStore, based on your experience so far? 

I have little clue. I don't know how an app gets noticed. One day after release, it has fallen back to page 4 of the new releases. So, short of getting Obama to plug your app during one of his speeches, not sure how to proceed. 

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Mar 25 / 6:28:21 PM

Interview with Keith Burgun Lead Designer of 100 Rogues

I had an amazing opportunity to talk to Keith Burgun, Leader Designer at DinoFarm Games and the upcoming game, 100 Rogues. Expect to see the game early to mid April. 

 

How long has "100 Rogues" been in development?

Initial planning for the game started in December 2008, and we began actual development in 2009.

 

What made you decide to go with 2D instead 3D? 

The gameplay is 2D, so there was no need for 3D art.  In general the lead artist and myself both feel that 2D art, in general, looks better than 3D art.  It's much closer to the hand of the artist, he controls everything, the way the cape flows, where the shadows appear, everything.  In 3D, you have a lot less control over exactly how your character looks.  If you don't buy this argument, call it a personal preference.  We just like 2D art, and I'll never do a game with 3D art unless the gameplay demands it (like an FPS, for example).

 

What makes your game different compared to other Dungeon Crawlers on the iPhone?

Well, for one thing, we aren't a port.  We're built from the ground up for the iPhone.  Also, we have fully animated pixel art.  And huge, puzzle-like bosses.  But probably the biggest thing that makes us stand out is our turn based, tactical combat, where you're fighting against large mobs of monsters and you have to use special class-based abilities to deal with them.

 

What are the possibilities 100 Rogues being on the iPad? 

It's a possibility.  We haven't really discussed it yet.  It isn't the highest priority in the world just yet - if there is demand though, I'm sure we'll be there.

 

What (if any) DLCs can we expect to see in the coming future? 

Tons!  Two new playable classes each with 8 of their own unique abilities:  The Skellyman Scoundrel and Dinoman Bruiser.  Also two new worlds:  High Seas, and Hell.  An item shop is coming soon, as well as a special endless world called The Moon, and a combat-puzzle mode called Challenge Mode!  And much more - just wait 'till you see!

 

Do you have any suggestions for new developers? 

Don't bother making a game if it's just a copy of some other game that already exists.  Don't bother making ANYTHING if it already exists.  Reskinning an existing game is a waste of time.  Also, don't be afraid to try something new.  Don't be afraid that people won't like your idea; what's important is that *you* like your idea.  If you don't love what you're working on, how can you expect anyone else to?  The main advice I have is just this:  don't do it for the wrong reasons.  Do it because you love it.  Enjoy game developing!

 

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Dec 7 / 1:46:00 PM

Interview with Ryan Goodwin: Creator of Simler

I recently conducted an interview with Ryan Goodwin of Simler a tag-based social network.

How did you come up with the idea for Simler?

The idea for Simler was born from using other social networks like Facebook. It was really fun to reconnect with old friends for a while. But I consistently noticed that I would talk to these people once or twice only to lose touch once again. Why? Because we have nothing in common. The simple idea of creating a place for people to connect based on common interests was an obvious step. And surprisingly enough, no one else was really doing this.

So I asked myself, how would people want to connect with others based on interests? It seemed that networking around one interest at a time as well as being able to compare multiple interests other people would be the most compelling.

How long has Simler been in production?
The idea for Simler was hatched in January. I incubated the idea for another four months before starting design. Development started in June. We put the first users on in August in order to help with the proof of concept. And by October, we were open to the public—albeit in Beta.

What is Simler built on?
Simler is built on a Django framework, although we have started breaking out of Django and going straight to python in order to increase performance. Front-end technologies include JQuery, JSON, and AJAX.

Would you say that Twitter is competition?
No, we are a totally different animal. Twitter is about content publishing in 140 characters or less. Because of this, it has truly become a platform for Guru's and Groupie's. Simler is about discussion and deeper relationships based on common interests. The only real overlap is that both can be put into a social messages platform "industry." We believe that most people will continue to use Twitter to publish, while they can use Simler for more in depth discussions about any topic under the sun.

Will we be seeing a Desktop and iPhone version anytime soon?
Allowing more ways for people to participate in the discussions  is most definitely in the works. We are working on an API right now to allow third parties to develop for our platform. We are also working on developing our own iPhone app to make it easier for people to participate on the go.

What's next for Simler?
In the future, the possibilities for Simler are literally endless. But our mission will remain the same: creating the easiest way for people to connect with others based on commonalities.

You can find me on Simler.
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Nov 6 / 4:45:29 AM

Interview: James Hoover - creator of Bean

I recently conducted an Interview with James Hoover creator of Bean a free word processor for OS X;

Me: When did you first come up with the concept for Bean?

James: I wrote fiction obsessively for about 10 years. However, at a certain point I was prescribed the medicine called donnatal for a stomach ailment. Donnatal is a combination of belladonna (the famous poison) and phenobarbital. The medicine left me in a serious daze, and although it solved my stomach problem, I suddenly found I couldn't write fiction anymore. I felt as though my head had been rewired.

I've heard artists say that you can't wait for the magic to happen, you have to sit at your desk in your office and make it happen. So I sat there looking at my clamshell iBook's screen for about two weeks, trying to rid myself of the torpor. I was using Microsoft's Office X at the time, which was very old school. At the bottom of your document window in Word you had this row of winkie blinkies with cryptic labels like REC, TRK, EXT, and OVR. I thought, "What are those things? Does anybody know?" People where complaining then about the endless rows of tiny icons you had to deal with in Word. Dozens and dozens of them. Back then, there was almost no other option for a Mac word processor. Microsoft had crushed all of its competition.

I thought, what would my ideal word processor look like? I studied the history of OS X and learned about NeXTSTEP, the company and the operating system that Steve Jobs created when he was booted out of Apple at the beginning of the 1990s. There were some very capable word processing apps out there for NeXT computers. I studied screen shots and read reviews. Surprisingly, most of the code for those old apps has been lost. For instance, Sun Microsystems bought all the code for the Lighthouse Design apps, the most important suite of apps on the NeXTSTEP platform. When the Java language came to the fore, the Lighthouse code was forgotten about and lost (all of their stuff was not written in java, but in objective-c). I contacted a guy at Sun and inquired about the code for OpenWrite. He said that no one at this point knows if that code still exists.

OS X and its Cocoa frameworks is in fact the direct descendent of NeXTSTEP, so I knew that I could create something very similar to those historical screenshots I found on the internet. Bean is *very* NeXTSTEP-ish. Drop-down sheets and multi-window interfaces are quite passé now on OS X, but I decided to design Bean in step with the Cocoa frameworks so I would be using what is offered to the programmer 'for free' by the operating system (things like document windows, the font and color panels, spellcheck, etc.). 

Originally, I budgeted three months to work on Bean. Two months to learn the objective-c language (I'm not a programmer!), and one to finish the app. That was in 2006, so I've only gone two years and nine months over schedule…

Me: Is Bean a one man project or are they're others involved?

James: Mostly, just me, James Hoover. However, the majority of the icons in the current version (the app icon and the toolbar icons) were created by a fellow named Laurent Baumann. He was formerly living in Cannes, on the Côte dAzur, doing magazine layout, but became interested in icon design and offered his services on the Bean project. Since then, I believe he has moved to California. This year, he won an Apple Design award for his work on Font Case. There are also many involved who have donated their time to do translation work, that is, the tedious job of creating user interfaces for Bean in French, German, Italian, etc. And much of what Bean is now has resulted from user feedback. In the Changelog (the list of changes for each new version of Bean), I note when a change has resulted due to the suggestions of users.

Additionally, I use code by others in Bean that is open source, as Bean is. If you look under Bean Help > Credits you will see some of the other people whose code I use. Finally, the various programmers out there who work with the Cocoa text system tend to appeal to each other for help in solving tough problems, and solutions often result from this combined brainpower. 

Me: Have you participated or done any other projects aside from Bean?

James: No coding projects that have been released to the public, although I have been working on some projects lately that will either become part of Bean in the future, or else might become a totally new and different app.

Me: On the page entitled "origins of Bean" you start off by saying that you write short stories and novels, what titles might those be?

I never published anything because I was always too critical of my own writing. I spent six years writing one novel...at least ten totally different versions and rewrites. Without the benefit of a deadline, I could never call something 'finished.' So in a way, the fact that I had to move on to some other pursuit as my main hobby was a healthy thing. In software, there is always a deadline. The deadline is made clear by people who email me and say, "This feature doesn't work in Snow Leopard. When will it be fixed?!" So that's enough to keep things moving forward.

Me: Do you own a personal website (blog), or have a 'twitter' account?

James: I had a personal website from the mid-90s on Geocities, which was recently killed by Yahoo! So, currently, nothing. I don't even have a Facebook page, although I eavesdrop on my wife when she's on Facebook.
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