First came up with the core-mechanic...after finding the basic mechanic of moving blocks...and then had to find a theme around it...knew people liked monkeys so themed it with monkeys.
Developed the game for 2 years and it wasn't working out. Showed the game in a forum and Matt found it...and started helping...they scrapped the old game and focused on making a solid game.
It was coincidence that Matt found the artwork...as Brian rarely shows off artwork of a game before release.
Did remote development.
Once met together, took about 1 year to develop. Most play-testing done in the IGF...really useful feedback.
Will release a PC version done...and may do a console version of self-publish online.
It is challenging to find someone to help you virtually...it is challenging to find someone that knows what they are doing and can help.
Show Notes: Simple Flash RPG...won Best Browser Game award Star Control 2 Paper Prototyping First tested out paper prototypes on self Casual RPG Try to be able to level up in 10-15 minutes Idea is to have players have quick success and quick action If you die, that's ok...equipment is still persistent
Did some rough prototypes in Flash Worked on converting in-browser game...into .exe version
Current goal is to finish up Iron Dukes and get out to market...
Looking to do online and multiplayer capabilities of flash
Advice for other indies... Start small Smaller design is much more effective Start small and continually expand from there Can give players something loose and allow folks to create their own story :)
Show Notes: Fez is a multi-dimensional platformer... IGF Finalist
Won award for "Excellence in Visual Art"
Visual Arts inspired by Spirited Away
The top challenges while developing the game... a) Optimization issues...ways to optimization of pixel rendering b) Getting it done even while doing the project on the side
Expect to release the final version within a year.
Suggestions for indie game developers out there... a) Make it...find the right people and get it done b) Show it to as many people as you can, listen to them and act accordingly :)
Podcast Interview: Aquaria Developer and 2007 IGF Grand Prize Winner
Alec, from Bit Blot games and TIGSource Forums, talks about the journey from starting out as an eight-year old kid indie...all the way up to developing the 2007 IGF Seumas McNally Grand Prize Winner game...Aquaria
Show notes: 0:00-5:00 Introduction, from Bit Blot Games Talks about playing games as a kid Got a programming book and worked on small games Biggest game worked on was an RPG that would get restarted every few years Got into indie scene as a kid. Then did some work for small indie studios Not-so-great feeling when certain games got cancelled Worked on a casual game with someone else Worked on a game with girlfriend...an underwater adventure and eventually would be a precursor to Aquaria
5:00 - 10:00 Finished the game and wanted to see how to sell the game. But was not too interested in the marketing aspect. Was on Big Fish Games. Feels that marketing flows from a quality game Started a freeware team in high school Team management experience in high school. Vision to start own company and do games Didn't feel inspired by the quick 2-month game finished Sat down and came up with changes in development/quality process for future games Came out with a prototype that was the seed for Aquaria
10:00 - 15:00 Continued working on it after meeting up with a new partner, Derek Met partner after doing music for a parody game that Derek was working on... Worked on Aquaria Had to revise game 3-4 times ... and iterated to get it done Game was inspired by Action RPG genre The story was boring when replayed it...so had to redo story The importance of story to gameplay The value of story in games...being able to enhance the experience Graphics changed through the iterations
15:00 - 20:00 Music changed during iterations; had a composer. Then wrote some music by himself...then changed that to be more unique.
Sent to other game developers to get feedback during play-testing phase
Food system added in a later iteration.
The IGF Submission was the one with pure gameplay.
20:00 - 25:00 After played it, felt a little empty. So added more characters and items. Cooking system towards the end Support/side system that gives you power-ups Pressure of being told to release early Knew that if released game early, it would be terrible Last 10% takes longer than 90% of the game Pressure to get stuff ready was challenging, had to submit to IGF in December 2006...and had to debug some major issues Had a lot of interest, so making a great game...it was enough marketing to make a game a success
25:00 - 30:00 May do advertising in the future for the game, not sure Wants to make a special boxed version of the game...as a collector's item Wants to make a soundtrack CD later on Have a mac version that is going to come out soon Subtle hints about the next game Talks about doing a game that can hit a broader audience Not necessarily a casual game, but something that is accessible to most folks
30:00 - 35:00 Top 3 lessons from Aquaria Feels more confident now Feels more relaxed Feels better with partner....works well with Derek Thinking about sending prototypes to testers and other game designers more early in the game design process
35:00 - 40:00 How definition has changed from an 8 year old to IGF Grand Prize winner Since won IGF Grand Prize, more confident about abilities Indiegamer.com and Gamedev.net as references for indies forums.tigsource.com ... enjoys the feedback section there
40:00 - 45:00 Community Projects at tigsource.com Game competitions at the site too Talking Online vs. going to GDC GDC was cool because met folks doing games as a living Skype every few weeks with various game developers Favorite Indie Games... Mr. Robot Chocolate Castle
Some freeware stuff is nice
45:00 - 50:00 Where he sees the future of Indie game development going Top 3 lessons learned so far being an indie... 1) Don't give up 2) Work Hard 3) Have fun
Show Notes: 0:00 - 5:00 Description of Anna's Secret and some of the mobile design features including geocaching
5:00 - 10:00 Educational goals of the game Interesting features and unique design properties in the mobile design space
10:00 - 15:00 More ways and ideas to leverage the "mobility" aspect in the mobile game design space User testing for Anna's Secret and surprises encountered Location Detection
15:00 - 20:00 Future mobile games that he would like to develop...mainly games that leverage location much better Multi-player games in the mobile space Developing a multi-player version of Anna's Secret Some of the features of a multi-player Anna's Secret
20:00 - 24:00 Ubiquitous Gaming Ideas for future mobile games Educational Mobile Games Suggestions for making games for the Mobile Space...like leveraging climate changes in mobile game design
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Show Notes: 0:00 - 5:00 Introduction
Talks 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 community
YouTube 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 game
Using 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 happened
Now 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 players
Usually 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 skills
Favorite 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 Introversion
Also 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 be
The top 3 lessons learned... Trusting people has been very helpful to success
35:00 - 36:00 Advice for indies out there... Make a game that you think would be fun to work on 3 years later
Should create a game that would like to play yourself and be really fun to do
Be 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 Founder
Started 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 game
10:00 - 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 popular
Started the Experimental Gameplay Workshop at GDC because noticed that there were these folks doing interesting experiments with games
20:00 - 25:00 Big waves at GDC... Mid 90s: Online gaming
Late 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 things
Will 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 time
When 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 process
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. Gameplay
Games as Expression
50:00 - 55:00 Social Gaming vs. Single-player gaming Opinions on Alternate Reality Gaming
Talk about favorite games like.. Counterstrike Everyday Shooter
55:00 - 60:00 Favorite games like... Gammas Bros
Talks about the future of his game design... and some of the concepts behind his upcoming game
60:00 - 65:00 Talks about initial design process vs. current design process
Last 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 independent