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Podcast Interview: IGF Finalist and Toribash Developer…
Posted on July 21st, 2007 1 commentHampa, developer of the IGF Finalist Game — Toribash (check out trailer of the next version of Toribash here) … talks about developing an innovative game, managing a game development team, and growing a game community.
You can download the podcast here…
http://www.indiegamepod.com/podcasts/toribash-podcast.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/toribash-podcast.mp3Feel free to add our new Indie Game Podcast Widget that allows your readers to easily access our podcast library…
You can grab it here…Thanks again for listening to the show and feel free to send over comments and suggestions on ways to improve the show.
We’re also looking for more interviewees…if you’ve developed a game and want to contribute back to the indie game dev community….send us an e-mail ( support at indiegamepod dot com) and we’ll go from there.
Show Notes:
0:00 – 5:00
IntroductionTalks about developing Toribash, his first game
Now there are 8 developers working on the game
Signed up for a game competition and developed Toribash for it
Toribash’s Viral Growth
5:00 – 10:00
Developing tools/ideas to help empower the communityYouTube of Fight Scenes/Gameplay and its importance
Other ways to help create the game community…
* The creation of clans
* Fighting Leages, etc.
* Competing with Clans, etc.10:00 – 15:00
Using Forum Signatures to help promote the gameUsing dynamic signatures
Physics Engine used for the Game, Open Dynamics Engine (ODE)
Benefits of using Physics to make a game
Develop on OS X, but release first on Windows
Developing a virtual world around the game
The game interface is extremely difficult, but it still gained popularity…
the reasons why that happenedNow they are doing usability tests to find ways to make the game more accessible
15:00 – 20:00
If change physics of the game, it would change the player’s fighting styles developed over the year. So the team can change everything BUT physics.Changing the game mechanics would be really hard
Next Release will have some new game modes that the hard core gamers will enjoy
List of viral concepts used to promote the game including signatures, contests, and sharing content
20:00 – 25:00
Game Development Process…come up with an idea, and develop it as quick as possible
A lot of iteration, a lot of prototyping, and trying it on real playersUsually do most of the prototyping alone…but once it’s done, sends it out right away
Usually 10 iterations to find a solid prototype
Recommends playing lots of games, read up on books, and do experimentations to
help improve game design/development skillsFavorite Indie Games
Prefers gameplay over usability
Goals for his game studio, the goal of being a major studio in Singapore
Talks about the Singapore Game Scene including many American companies there like
EA, Linden Labs, etc.25:00 – 30:00
Other indie game dev studios as role-models…such as
IntroversionAlso respects ID Software
Spends about 50% of time on technical and 50% of the time on promotion
Noticed that someone developed Toribash fight scenes in Second Life
Since 50% of time is business, most of the time spent on managing developers, paying
the bills, etc.Benefits of going through a publisher…to getting on a console
30:00 – 35:00
Developing on a console would take away focus from the PC app…so if did a console
app, it would be after releasing version 3.0 in October 2007. That version will be
feature complete.Does not reveal features until release a game…so that folks do not complain if a feature gets cut.
Issues with working in an 8-person team…
It takes time to make sure that everyone is happy
Must make sure that folks have something to do at all times
Having a good CVS system is important
Having an update of what folks are working on…via e-mail
Finds that working in a team is more fun than expected to beThe top 3 lessons learned…
Trusting people has been very helpful to success35:00 – 36:00
Advice for indies out there…
Make a game that you think would be fun to work on 3 years laterShould create a game that would like to play yourself and be really fun to do
Take care,
Action -
Experimental Gameplay Workshop Founder and Braid Developer Interview…
Posted on June 11th, 2007 1 commentJonathan, founder of the Experimental Gameplay Workshop at GDC and developer of the game Braid talks about game design…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/braid-podcast.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/braid-podcast.mp3Be sure to add your game blog, game site, or indie game to our Indie Game Dev wiki…
Show Notes:
0:00 – 5:00 Minutes…
Introduction, Experimental Game Design Workshop FounderStarted out with simple games and was a hobbyist initially.
Started out as an indie in 6th grade
Started own company in 1996
5:00 – 10:00
Challenges of starting a company
Signed with TEN
Created a mult-player sci-fi game
Took an extra 1.5 years to finish the game
Did a sequel for the game10:00 – 15:00
Suggestions for indie game developers…
take an incremental approach to development. Now you can make a simple game on the web
and put Google Ads next to it.Or can make a simple game and sell it for 5 dollars.
Had a complex interface for first game, now realize that interface simplicity is important.
Noticed that another game called Arc that was very simple…was having a lot more success…even though
our company’s games had better production values.15:00 – 20:00
Mentions how Snood felt like an anamoly.
Same with Runescape. Does not have high production values, but still very popularStarted the Experimental Gameplay Workshop at GDC because noticed that there were these
folks doing interesting experiments with games20:00 – 25:00
Big waves at GDC…
Mid 90s: Online gamingLate 90s: Hollywood in Games
2004-2006: Mobile Games and MMOs
Current Wave: MMOs
Talks about having a “prototype mindset”…a mentality where trying to explore
and learn thingsWill work on a prototype for 1-2 weeks and then put them away for a while
25:00 – 30:00
After puts the prototype away, will come up with more ideas during the away timeWhen you prototype, don’t do it when you need to have a successful idea. Prototype when
you are on another project and doesn’t matter how it comes out. Maybe it will come out
good or not.While doing main development, will take 1-2 weeks off to prototype and come up with ideas
30:00 – 35:00
Details about Braid Design and the development/exploration processTalks about working on Braid in Thailand
35:00 – 40:00
Experimental Gameplay Workshop Discussion40:00 – 45:00
Talks about some interesting games found at Experimental Gameplay Workshop…
Rod Humble’s “The Marriage”Future of gaming
45:00 – 50:00
Production values vs. GameplayGames as Expression
50:00 – 55:00
Social Gaming vs. Single-player gaming
Opinions on Alternate Reality GamingTalk about favorite games
like..
Counterstrike
Everyday Shooter55:00 – 60:00
Favorite games like…
Gammas BrosTalks about the future of his game design…
and some of the concepts behind his upcoming game60:00 – 65:00
Talks about initial design process
vs.
current design processLast words for indie game developers out there…
keep doing what you’re doing
It would be nice to see indies that are doing it because they want to be independentTake care,
Action