Archive for April 2010

Interview: pulsemeat

April 22, 2010

pulsemeat is a game developer who has made games such as Cave and Dungeons of Fayte.   At the moment he does not have a website but is working on one.  You can find his games on his YoYo Games page.

Please introduce yourself:
I’m pulsemeat – indie designer and big time Game Maker fan.

How did you get into game development?
As a lifelong gamer, I pretty much just decided that this would be the most interesting creative outlet for me. So I went to school and received a degree in the subject, and now I’m a professional designer doing indie stuff in my free time.

How was it participating in the Assemblee Competition?
Assemblee was perfect for me since art is usually my biggest limiting factor in making games. When you’re doing everything yourself – programming, design, content, sound, etc. – the whole process can be pretty exhausting. And since I’m not really very good with paint tools, that’s generally what I enjoy the least. So when I saw the set of sprites that Oryx, Oddball, and Geeze put together, I felt like I had a golden opportunity to make an awesome game without having to worry about the headache-inducing parts.

I actually spent a lot of time thinking about the concept before starting implementation, and that’s where I hammered out things like the overall structure and how to fit four players into a time management game. Then I pretty much just spent 8+ hours a day on the game during Christmas vacation, with my girlfriend filling in whenever I decided to take a break (she did the event writing and dungeon design). I had trouble sleeping with all the game details flying around in my head every night, but the game was really a lot of fun to put together and I’d probably jump on another Assemblee if it came up.

Have you accomplished everything you wanted to in Dungeons of Fayte (any more updates?) and are there plans for a sequel?
I think I succeeded in my primary goal, which was to show that this typically-niche style concept that I love, the time management-RPG, can be made accessible to anyone. But it is definitely more a proof of concept than an end in itself. There are a few major things I didn’t get into the game due to time constraints, like unique item rewards and multiple end bosses. I’d also love to do better planning on the content side, so players have more and longer threads to follow throughout the campaign.

Basically, I want to make the game a lot deeper, but most of these things require me to start over from scratch. So while that means I probably won’t be putting out any more updates for the Game Maker version, I’m planning to start a new one in another engine (XNA, most likely) that should address what I think was missing. I guess you can consider that my sequel plan!

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Interview: Greg Lobanov

April 11, 2010

Greg Lobanov (AKA banov) is a game developer who has created games such as Wolf, Assassin Blue, and Cowboy Killa. You can follow him on his blog or his twitter.

Introduce Yourself:
Hello! I’m Banov, and I make really awesome video games.

How did you get into game development?
When I was a lil’ kid, I used to make board games and card games with colored pencils and scissors and a crapload of paper. When I first got a computer, I quickly found ways to make games using buttons in microsoft powerpoint and made a few choose-your-own-adventure games and even a rudimentary space shooter (with the buttons disguised as moving ships); so I guess those would count as the first “computer games” I “developed.” I guess I’ve always been attracted to making games and it has always been a lot of fun to me.

Of all of the games you have made, which is your favorite, and why?
What an impossible question! My games are all my babies, and I love them all equally for a variety of reasons. I know it’s lame, but I honestly can’t pick one.

Between your two current W.I.Ps (atleast according to your site), Dubloon and Solid, which are you most anxious to release? Why?
Solid really isn’t “my” game; I’m only helping with the level design. Brod is the real star of that project. So, naturally, I’m way more excited to put out Dubloon. I imagine it’s going to make a big impact on the Game Maker community… RPGs made in Game Maker are notorious for going unfinished, so Dubloon will be a sort of trend breaker. It’s also an abnormally large game, and it’s nearly finished! I started nearly 11 months ago, and I’m really excited to finish it and get it out soon.
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Interview: Andújar González

April 4, 2010

It has been a long time since the last interview. But I have finally gotten a new one together. This interview is with Andújar González, you may know him as Alexitrón. Since you have waited a long time for this interview already, I will make you wait no more:

Introduce yourself:
I am Alexis Andújar González AKA Alexitrón . I live in a small town named Florida in Puerto Rico with my wife and my cat .

How long have you been making games?
Since 2006 if I don’t count the times when I used to mess with RPG makers on the PC, and even the one that came to the PSX. I never really made anything with those but I liked messing around with them. That was back in the 1990. I also remember having a really old computer at home and there were some books about programming with example code in them, I think the language was Basic, I used to sit down and write all that code from the book to the computer and execute those programs, some where games, some where like random graphics appearing on the screen accompanied by some tunes and then sometimes I just got error messages. Of course I really didn’t know what I was doing so I didn’t care. This was back in the 1980s. I was probably around 8 back then .
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