Showing posts with label Interviews. Show all posts
Showing posts with label Interviews. Show all posts

Friday, January 10, 2014

Interview 22: Dualnames

Dualnames has made it his mission in life to interview as many AGSers as possible, which is a nice service but would leave one AGSer out. I mean, the man can't interview himself, can he? So let's return the favour and play a game of 20 Questions with the man I always imagine to reach for his towel when things get rough. Ladies and gentlemen, Mr. Spanos!

So, the obvious questions first: How did you find AGS?
Well, I bought this magazine, and it had a two page feature article on AGS. It focused on how easy and professional it looks to make games with the engine. However, that didn't get me here. What did was the very fact that I had downloaded over 40 engines, and the only one that looked worth bothering was AGS. I still have that folder in my computer. Aptly and randomly named "game on my ass". I don't know either.

How did you come to like adventure games? And while we are at it: First game ever played?
Secretly, I don't like adventure games much. But my favorite game is an adventure game. Thus I was very fond of the idea to make one. First game...? Mhh.. a tennis on the ATARI 2600.

Do you have a favourite AGS game? And also a favourite non-AGS game?
Well, favorite AGS game is probably the Barn Runner series. I've never laughed so much in front of any screen, and felt so guilty afterwards. Favorite non-AGS game would definitely be Monkey Island II. I eventually give it a yearly go.

Which games have you made so far, and which one are you the most proud of, and why?
I've made/worked on 26 completed games. Proudest moments include some work on Downfall and the Cat Lady, remaking the text-based Hitchhiker's Guide To The Galaxy, making a short game based on the last four chapters of the first book, the AGS Ceremony game alongside Wyz, providing music for two Barn Runner games, one bake sale entry, 4 MAGS entries and the list is practically endless. The game I considered my top notch work is Primordia. The code lines endlessly running every 1/40 of a second are way lot to make sure everything works fine. Plus I spent 2.5 years working on it.

Is there anything you are working on right now- on your own or as part of a team?
Some projects including other engines, but nothing worth showing or talking about.

What is YOUR opinion about the elusive Golden Era of AGS? Did it happen, does it happen? Will it happen?
I believe it probably happened. I've spent many days browsing the forums, looking for older posts, I'm quite sure it's all nostalgia glasses.

Three favourites: Book, Movie, Song.
Book: So Long And Thanks For All The Fish by Douglas Adams
Movie: Brazil by Terry Gilliam
Song:  Saber Rider Theme

You're very involved in the AGS Awards. What makes them so special?
Bicilotti. 'Nough said.

If I were to explain it, I'd say it's like a reunion, a festive joy full of people excited about game-making celebrating efforts of the previous year and getting pumped up for the one currently on-going. It's magical really.

You often assist with music and programming- not exactly very related skills. Which do you like better?
Programming. Music is a passion in general, and I thirst for it, either listening or creating, but programming is where my home is.

Worst game you ever played? (And actually stopped playing because it was THAT bad!)
Tales of Monkey Island. Perhaps the expectations were high, but it really let me down. I was expecting a continuation of the series, not just boring tales of Guybrush's life.

Since I have one of the Primordia team literally in front of me: Give us a little anectode, a glimpse behind the scenes, if possible.
The most amazing thing regarding the game's creation process was how an australian (Victor Pflug), a greek (me, duh!) and a west-coast american (Mark Yohalem) with about 10 hours difference from each other, would end up talking in live chat at the same time. A wonderful thing would be how I would nagg to Mark about how impossible was what he asked me to code, and then I would code it anyway. And that kept me trying to see if there would be an end to my luck.

Your contribution to the Bake Sale, RETINA, was one of the more unconventional games in the bundle. How did you come up with the idea?
Retina was an idea of a two-game bundle along with Igor Hardy's Inertia, that wasn't finished by that time. Igor had his plot, I only had the idea to use an anagraph of his game title.
The game is mostly based on Yume Nikki and 1984. I came up with the idea by combining the dystopian hell, I had constructed for Troica and the interrogation room from 1984, with the inevitability portrayed in Yume Nikki.

Odd question, but: Favourite dish/food?
Mash potato. Not the AGS member.

If I were to give you unlimited resources- What game would you make?
Brazil, the movie, into a sci-fi noir game.

Since you did both, what would you say is nicer; making a game all on your own, or as part of a team?
Definitely working with a team. It's easier and amazingly entertaining.

How do you feel about more and more commercial AGS games being made- and actually selling quite well?
Frankly, I think it's about time. AGS has always been a beacon to adventure games, and the very fact that Yahtzee has created one of the most celebrated indie games, showed the potential in the market in commercial terms. The game quality in AGS has increased drastically, and people, realizing the profit, prefer to actually spend their efforts on commercial projects and actually gain some income from their hobby.

You made an AGS remake of Hitchhiker's Guide To The Galaxy, an beloved Infocom text adventure (that is reportedly one of the most illogical, unfair, unplayable-without-knowing-the-source-games). Tell us a bit why, and how, you made that game.
The time I spent on the remake will always be something I hold dear. Plus it fullfilled a long-time dream, of me being featured in a greek videogames magazine. It's a wonderful game, it's only drawback was the fact that you could reach a dead-end or die. Which is why I removed the dead-ends and made this a bit easier. Why is easy, because noone else would. How is with lots of work and endless time spent on the original source, conceptualizing, coding and drawing.

It's 2020 now and you boot up your computer. How does AGS do at the time?
Hopefully alive and kicking. Ben304 has made the exact amount of games as the number on his nickname.

"Adventure games: The genre is dead." We hear that a lot. Your comment, Mr. Spanos?
Not yet.

To make it Twenty Questions: Who's the hoopier frood, Zaphod or Ford?
I'm going to go with Ford. Most sarcastic alien ever created.

Wednesday, January 8, 2014

Interview Part 21: Ghost Town

Explaining the impact Ghost has left to me as a member of the AGS community after first meeting him, and our general talks over the years, would take forever. A wonderful person, a mentor to my favorite AGS member, and an amazing game designer. Originally I first talked to Ghost after apologizing about demanding DITA (Daemons In The Attic), now I can safely say, he has better projects coming up. The only man with the courage to pull a Yahtzee and come back. To haunt. 


1) This is a typical question asked to all interviewed people. So, how did you find AGS?

That was way back in 199something. There was a game show back then that was rather popular ("Giga Games") and they did a report on AGS. It was really cool; they showcased King's Quest VGA, which was at the time one of the best-looking AGS games. Then they tasked an intern to make a small game during the course of one show (30 minutes, actually!), and he actually managed to do it. So the next day I hogged a computer at our university, downloaded AGS and had a good rummaging around, and I think a week later I registered on the forums.

2) Do you have a favorite AGS and/or non-AGS game?

Boo, that is an unfair question! There's so many good AGS games... But I think Apprentice Deluxe will alway be special to me. It was one of the first games I downloaded (back then, kids, internet was slow, and small games were so much easier to carry on a disk... you know, these square things? No?). Now the thing about Apprentice is, it looks awesome; I couldn't believe it was only 320x240. So many small neat animations, such attention to detail! After playing it (and the sequel) I started to really work on my sprite art.
Non AGS game, currently, would be Starbound. Yeah. But that changes so often. I just like playing games.

3) How many games have you worked on so far? And which one would you consider your magnus opus and why.

Personally I have made five games worth speaking of- Once Upon A Crime, Chance of the Dead, Hubris, RAM Ghost and one silly MAGS Oceanspirit Dennis game. All of them are sort of okay I'd say. Chance of the Dead is the most polished one and I like the main character a lot. It also got me back into game-making after quite a hiatus, so yes, Chance of the Dead it is.

Ghost's DOTT-Styled wonderfulness.
4) Is there anything you're working on right now or planning on working on? You give me the impression of working into 24 projects per day, yet I see few of them to ever grace my computer screen.

I have more games "in the making" than I have released, yes, but that is how I work. I like to take a silly premise, add a bit of a twist, some depth, and then iterate over that. A lot. So what I do is, I often jump right into a game and just watch it develop into something. I make stuff up as I go along and try out what could work. It's a wasteful way of doing things but it usually works for me.

Right now I have no actual projects or WIPs at all.


5) Here's a blast from the past, but where is Daemons In The Attic?

DITA is pretty much abandoned, but it has taught me a lot. I uploaded the demo for that game a month or so after I registered, I think, and it was well received back them. These days I think it wouldn't hold up too well. But I learned a lot while I tried to make that game. I learned how evil future creep can be. I wrote my first complete GUI for it- and some of that code I still use! Some sprites eventually got recycled in later games. I also learned how easy it is to create recursive backup folders when you never delete any backups


6) I know it's probably already responded, but how do you feel now about your decision to delete your account back then? Is it something you regret?

No, not at all. At the time is felt like a sensible decision. I felt no longer at home at the forums. Some arkward stuff had happened. I am very disappointed in the overall reactions though. Several people were jumping to conclusions and that was not a happy sight. I had left quietly to avoid "pulling a Yathzee", as they say, and in the end my actions were made louder by other people who just voiced guesses.


7)  Since you're an old member of the AGS, did the Gold AGS Era ever exist? Or is it rumours? (I asked miguel the same question, but I want to know)

That depends on what you consider a Golden Era. Personally I think one was happening when I first registered late in the 90s. Everyone could just jump into the action and make something cool; the entry bar was lower. There were all sorts of silly little games that got cheered; it felt much more carefree back then. That's not to say that the games were actually better back then. It just felt a little more lighthearted back then- maybe nostalgia glasses.


8) As a person, you've participated in many events that advertised the friendly face of AGS outside this community. How do you feel about it? What are the reasons behind such actions that promote the good face of AGS as an engine and as community?

Adventure games must never die. Quote me on that. There is no genre more accessible and full of opportunities to create something unique.

Wednesday, December 25, 2013

Interview Part 20: Miguel Quixote

Like a blast from the past, I bring in the portoguese god (and that's a pun) from the Golden Era. Miguel always stroke me (that sounded weird) as a nice person that would make you feel good about yourself. And that along with his recent improvement in activity both game-wise and forum-wise, leaves me intrigued as to what will fellow.


1) This is a typical question asked to all interviewed people. So, how did you find AGS?

I've found AGS while searching for the Scumm engine and how they did those great games. After some clicks AGS popped out and I thought that I was in heaven! I remember that I had some time for myself as well and so I dived deeply into it. On my first game I was using fake inventory items as boolean variables! It was a great time for me, being able to create a game and being so easy was really fantastic. Of course it wasn't really a half-decent game, but the rush I felt when I uploaded it was something else! 

2) Do you have a favorite AGS and/or non-AGS game?

That's not very easy. The AGS game I loved more for years and years was Pleughburg. It was the proof to me that AGS was able to make games that I would like to play. Most of the stuff that was going out when I started were private jokes from some cool dudes to another and that was okay but not many guys were doing games that could be played by people outside of the AGS community. More recently I loved the Visitor games by Nicky Nice, the man can tell a good story.

As for non-Ags games I'd say the Gabriel Knight series are on my top list but all the classic RPG's as well. Dragon Age and Skyrim too.

3) How many games have you worked on so far? And which one would you consider your magnus opus and why.


Well, I've only completed 3 games, really.

There's the Dwarven Dagger series and Ancient Aliens. They're all part of my learning process. Their quality are totally related to the amount of time I spend making them. I still want to make a good chapter for the Dagger games, they deserve my full attention and I've been a creep to them.

Ancient Aliens is a different story, I had a team working with me. Very talented people with a great love for adventure games. I know that the game is short and has flaws but I was really proud of doing it. The reason it's short is due to the huge amount of work that it takes to make just a 10 room decent game. I've proven myself that I can turn my ideas into a game but still I lack the endurance to take it all the way to the end. So, I make chapters.
But, to answer your question Ancient Aliens is my best game so far.

4) Is there anything you're working on right now or planning on working on?

Yes I keep myself busy. I did the intro for Ancient Aliens 2, did background art and story for Carmel Games (they should be releasing a new game soon), am doing a original game in flash and html5 (adventure game,1st person) - 3 rooms so far while learning Stencyl and Tululoo!

But the project that is taking me more time right now is a OSD game that I'm working on. I bought a new drawing tablet and backgrounds and characters are going to be detailed and big!
No way I can release all of this during 2014 but if I put 2 out I'd be an happy man!

5) What was the reason behind the creation of that RELIGION topic? And how do you feel about it?

What religion topic?
Ahhh...that religion topic!

Jim, I really don't know why I started it or if it was a response to something I'd read before!
It turns out that every time I debate religion I end up making some "enemies" and that's really not my way man.
Thinking about it, what could I really get from talking religion on a video game forum? Even a dev forum? Well, we all know that people are much more than game makers or shoe makers or whatever. And the AGS community is really something unique, so I kind of amuse myself (sinful I know) to bring this topics in a land full of atheists and science lovers!

A recent debate made me realize that I should never jump in or start topics of that nature, that I could say things I regret and that trying to prove anything so peculiar isn't really my job.
Anyway, I see brighter lights on the horizon with the new Pope (Francisco is his name and so is the name of my younger son) who is trying to bring the church closer to younger generations and their ultra-fast pace of life.
But enough of that, here I go again!

6) Ancient Aliens was a huge improvement over your older games, especially the art. What led to that general improvement, and how did you learn to draw better (any tips to aspiring kids that want to reach to an AGS legend)?

Thanks Dual, it really goes down to a single point: work. I've worked more in Ancient Aliens than in other games I've done, released or not. Drawing has always been a passion for me and I am a decent pen and paper artist. Bringing it to the digital world of video games is completely different. There's composition, angles, walking areas, colour contrast, definition of your main lines, there's really a big difference between a background and a free drawing you may do in a afternoon.

So, I didn't learn to draw better, instead I studied how people were doing backgrounds for adventure games, AGS or not. My favourite style is the one used on Monkey Island 3 and while it doesn't show on Ancient Aliens, my newest art is reflecting that style.

My advice to  kids wanting to be me is to brush their teeth every morning and before bed time!
Kids wanting to do their own graphics should focus on a style and work on it. We all imitate somebody's art when drawing and backgrounds and characters for video games aren't different. While we draw more and more we are developing muscular memory and so lines will become more clear in just a few strokes. Quick sketches of the same object allow us to choose the best composition for a background for instance.

Also, drawing tablets make it much quicker to work. Skipping the scan, retouch, resize phase is a bless!
Also, don't be afraid to post your art on the forums. You'll find fantastic artists there that will give you free lessons and turn your drawings into art!

7)  Since you're an old member of the AGS, did the Gold AGS Era ever exist? Or is it rumours?

Hahaha! Well, what can I say?

Back when I started there were some really charismatic Agsers on the forums, Chris Jones was always around, and I remember admiring all those cool dudes doing cool stuff with adventure games. Games made were funny, although some were private-funny if you know what I mean. Jokes could go on and on for months and I had to be really aware of what's going on or I wouldn't understand it.

I guess that's what gave the impression of the community being elitist and somehow unfriendly to newcomers. It wasn't easy to fit in because the most influential guys were really that cool.

Can we call it the golden years? Sure, why not? If we want to "feel" the vibe that was going on we only need to grab some games made back then. Mackgyver and Norris jokes were always present as well. Conan was doing it as well, so there was some smart humour going on.

To me it was special, for sure. It was addicting to log in to the forums.

Anyway, this said, AGS made it very well into the new decade and the successful commercial games around prove it. And I still can't find intelligent, smart and funny people anywhere in the internet like the ones at our forums. It's still a fantastic community and I'm proud and glad to be in it.
\

Tuesday, August 14, 2012

Alternate XII

Mr Vincent Wesselman, of Resonance, Anna and Linus Bruckmann fame, has been taken in for interview by the feds. Something about an explosion... But, he's also been taken for questioning by Alternative Magazine Online. Which is much more entertaining!

Saturday, March 10, 2012

Star Wars - Matt Hammill

I'm totally okay with the riot rant comments closed, hope it's understandable to everyone why that course of action was taken by SSH, because I need someone to explain it to me. 

In the meantime, someone that actually writes about AGS, Igor Hardy, our rival and deadly enemy, has reviewed the person behind Gesundheit. Before I utter the letters that his name is consisted of, it's important to make sure you don't get confused.

This is Mark Hamill. He acted in a porn-flick with ridiculous glow sticks.



This is Matt Hammill. He is the man behind Gesundheit!
 

Friday, March 2, 2012

Snakes of Avalon gets RPSed.

An overall critical acclaim is what seems to still to this day, be enjoyed by the much hitchhockian (or whatever the word seems to be) Snakes of Avalon. The amazing Igor Hardy (the co-creator of Snakes, the other being the amazing Baron), delivers a fresh and fully punk-rock interview to one of the staff in Rock, Paper, Shotgun.

Well worth a read. The game of course is well worth a play, I won't repeat myself.


Monday, January 16, 2012

Interview BakeSale: Radiant

Today we feature nobody short of famous and incredible, Radiant, the creator of the Tale of Two Kingdoms. He has too joined the bake sale with his game Indiana Rodent: Raiders of the Lost Cheese. A platforming game with amazingly fluent controls.



1) Why and how did you join the AGS Bake Sale ?


As soon as the first announcement was made, I thought that designing a game for charity would be a great idea; so I contacted the organizer (Ponch) and volunteered.

2) Talk a bit about your game (what is it about, how you came up with it).

My game is a platform game, because I like trying unusual things in AGS, such as using real-time character movement or in this case using it for a whole other genre of gaming. I've had the idea of doing this for over a year; back in August I first found the time to actually do it. The basic coding took about a week; refining it, designing more levels, and tweaking the difficulty level took some more time.

3) Tell us a bit about yourself and how you got yourself into game making in the first place.

I'm from the Netherlands, and have been designing games since I was twelve. Admittedly the first few weren't so good, but when I was a student I managed to get my first real game picked up and released by a commercial studio. I've since turned to freeware instead, because I prefer making games as a hobby than as a job.

Saturday, January 14, 2012

Interview BakeSale: Ben304

Tonight we feature the amazingly talented Ben304.

While the conspiracy theories behind the number in his nickname, grow, Ben304 has made another gem-to-be, named FALLING SKYWARDS. And along with it comes a screenie to hook you with it.


1) Why and how did you join the AGS Bake Sale ?


Because when Ponch asked me, I was looking for a project that I could do in a few months, and it seemed something new and exciting to me as a developer, a chance to join with other developers I admire to each contribute a bit to one large project and raise some money for a good cause at the same time.

When he first mentioned it to me, it was just a couple of us talking about it, but we soon recruited more bakers for our ranks and the project really took off. Despite all the stumbles, it feels great to see all the amazing games that've been cooked up.

2) Talk a bit about your game (what is it about, how you came up with it).

The game I developed for the Bake Sale is Falling Skywards. It came about after I had played quite a bit of Fallout 3 and Fallout New Vegas, and as a fan of all the Fallout games I thought it would be nice to try and do a post-catastrophic setting that was a little more fantastical - which explains the floating pieces of land - and focus more on memories of the old world than mutants and things. During the development I played, finished and loved Bastion, and the "platforms in the air" setting is quite similar (although I started playing Bastion after I started making FS, so it wasn't really a huge inspiration), but it definitely helped me think about the idea of isolation and memories of an old world.

I don't think I could really pinpoint what the game is about if I tried, it really took life as I built it and evolved into the finished game, rather than me having a totally clear vision and putting it together according to that. Hopefully it will still be satisfying and cohesive to players. Perhaps people will think it's Lode with new graphics, haha.

3) Tell us a bit about yourself and how you got yourself into game making in the first place.

I got into game design because I used to spend more time thinking about how I wish games were than I did actually playing them. Now I can't stop because my head is filled with ideas and they just keep coming. I'm a laborer, part time musician and make games with every chance I get. That's enough to keep anybody busy. (If you want to learn more about me, play Grundislav's Bake Sale game, it's 304% accurate).

<3 Ben (That probably wasn't intended to be part of the interview, but oh well)

Friday, January 13, 2012

Interview BakeSale: Technocrat

Tonight's show features an amazing man and an amazing game. I've had the luck to give it a try, and yes, it's fantastic. While many wonder where is Technobabylon's latest installment, Technocrat / James Dearden, comes with another short, but yet fast paced and enriched game.
THE RAIL

The game was originally showcased in AdventureX 2012.

1) Why and how did you join the AGS Bake Sale ?

I got in a bit late - I first saw it on the forums a few days after it had been floated, and volunteered to make something for it. In fact, it spurred me into production of a quick game for it. I now know I can finish a project like this within a one-month schedule. At first it seemed like it was getting a bit too crowded, so I pulled out voluntarily, and then after others had announced that they'd be unable to finish in time, I decided to put it back in again!

2) Talk a bit about your game (what is it about, how you came up with it).

It's essentially the story of someone completely unqualified for the situation they're in, both in terms of what they're supposed to do and what situations arise. Essentially Viktor, the protagonist, finds his cargo train hijacked by terrorists - and if he can't find his way off, he's going to end up an unwitting suicide bomber. Much like other games I make, it's kind of a fusion of three or four separate ideas, most of which I get through seizure-induced hallucinations. I wanted to do something on a train, I love sci-fi, and the transplanetary track that it's set on gives it an uncomfortable isolation.

3) Tell us a bit about yourself and how you got yourself into game making in the first place.

I've been making games since 1996 thanks to Klik and Play, but mostly ghastly and lazy attempts - "Stonehenge Racing and Gardening" and "Nancy the Happy Whore and the Pirates of the Third Reich" didn't quite take off, but in the last couple of years I've started to make things with a better approach. Ideally, I'd like to be able to start selling games, possibly even Technobabylon, but I'm seized by different urges so often, I've no idea when that'll come to pass. Probably when I don't have to worry about money!

Thursday, January 12, 2012

Interview BakeSale: ShiverMeSideways



Made especially for the 2012 AGS Bake Sale!

Zombie Attack is a top-down shoot 'em up inspired by '90s video games like Doom. The player must navigate treacherous levels, kill hordes of monsters and finally, defeat Satan and stop him from taking over Earth!




And today, we have ShiverMeSideways, for a couple of questions.

1) Why and how did you join the AGS Bake Sale ?

I joined the Bake Sale after a few days of it being announced publicly, on October the 23rd-24th, so I wasn't one of the "originals," but I was really keen on the idea because I had been a member of the forums for years and have never done a proper game. Sure, I've made short things which could be classified, if you're really lax about the term, games, but have never contributed something worthwhile to the community. So, the prospect of actually making a game AND doing it for charity was very appealing to me.

2) Talk a bit about your game (what is it about, how you came up with it).

Zombie Attack is a top-down shoot 'em up with a retro atmosphere, mainly inspired by games of the '90s. The main story of the game is very basic: the forces of evil are taking over Earth, you need to go to hell and defeat Satan and his minions in order to save mankind. Along the way, there are 12 weapons to collect and use, ranging from standard pistol, shotgun, to chainsaw, plasma rifles and exotic weaponry. There are also a lot of special items which you can pick up and use, like the "Avarice" one, which generates money, or passive upgrades like the health bonuses. You'll travel across three locations, one for each episode, and each one has its own set of monsters and bosses. Each level has 3 bosses from which it randomnly (but based on difficulty) chooses one for you to face at the end of the level.

At the time of the start of the Bake Sale, I was really into making non-adventure games, and had been developing an RPG called AGSCrawl. I was also playing a lot a game called The Binding of Isaac by Edmund McMillen. So, I know I wanted to make a game that was relatively simple and pretty "action-y". That's the basis for everything in the game, really: simplicity. That, and all the games I used to play as a child: DOOM, Blood, ZZT, Quake, etc. In fact, Zombie Attack is an idea that's about 8 years-old if not more, back when I used to program in Turbo Pascal. At the time, I wanted to make a text-mode shooter inspired by Duke Nukem, with a versatile editor.

3) Tell us a bit about yourself and how you got yourself into game making in the first place.

Well, I'm a 20 year-old Romanian, so basically your typical child of '90s, really. When I was very little (like 1st grade or something), my older brother, who was really into programming, let me play games on an old HC 85 machine, one of those old computers you had to use tapes for and plug it into the TV. After a while, he taught me how to write small programs in basic. I naturally gravitated towards wanting to make games, but I was really sad that every time you'd turn off the machine, the program would disappear, 'cos we couldn't save. But I still loved to play the games, and to do small game mechanics each day - for example, one day I'd make a bullet flying across the screen, the next, a dude walking around, etc.

Later, my mum brought home from work a 286 PC, and there I played my first "love/obsession" games, Death Track and Golden Axe, I still hum their soundtracks and I think a lot of the fact that I need glasses at the moment is due to that Hercules monitor. My brother later upgraded it to a 386, put in a colour monitor and oh my word, Dune II, DOOM, Transport Tycoon, Sim City, Volfied, Lotus - the Ultimate Challenge, The Settlers, and, most importantly, QBasic. This was around 4th-5th grade, I think, I can't really remember. And that's when I started developing a lot of ideas for games. Soon, I'd go to a small computer class centred around Turbo Pascal and I immediately started working in that, with my brother giving me little boosts like showing me how to put in mouse control and how to use it, how to use the graphic mode and so on. It is in this period where my older ideas started to really take shape, games like Zombie Attack, Bomber Planes, Cyb City, Industrial Revelations and the like - what I did was basically to take ideas from games that I really liked and try and change them and combine them to make something that was mine.

As time went on, I got a 486, which allowed me to play FPSes like Duke Nukem, Blood, and Quake, and even a Pentium I, where I discovered the demo of StarCraft and, since the only other strategy games I'd played were Dune II and WarCraft (the first one), oh my, was my mind blown. We got internet in-between in the summer of 2006, 8th and 9th grade, and that's when I joined the forums and discovered adventure games: Monkey Island 1 and 2, Beneath a Steel Sky (my favourite), the Chzo Mythos-series, Broken Sword, Rob Blanc etc. I only really got into "modern" gaming in 2007, when my parents got me a proper computer, which today is soooo outdated, but hey, I played a lot of games on it and really got my "gamer culture" updated.

After discovering AGS, I really can't go to any other game-making utility. I've become so used to it, that anything that doesn't use its scripting syntax, or its IDE, or its general way of doing things, is completely unusable to me. That's why I prefer using an adventure game-making program to make non-adventure games. That, and the fact that I'm really not good at artwork, or puzzles, or a coherent, adventure game storyline. So, I prefer to work on designing and programming, hopefully interesting, gameplay. That, and I like to see how far I can take the engine. Lord knows, I'm not a trailblazer here, a lot of very talented AGSers have used and abused to utility to make a lot of non-adventure and interesting games, but I hope I can join their ranks!

Thank you very much!


Monday, November 21, 2011

The Last And Final Word

Yes, the title makes no sense, even by my low standards, but it's a very fascinating thing I discovered, thanks to Gnome. To explain myself, it's a blog/tumblr/collection of Fifty interviews from Fifty developers.

Including Ben Chandler (Ben304, you dorks!) and Shane Stevens (ProgZMax)

Speaking of fantastic stuff, forums are up.

Sunday, November 20, 2011

Adventure Treff Interviews Remigiugz Michalski AKA the maker of Downfall

Pointed to me from Igor Hardy, and well done so, I present you this interview of Remigiugz Michalski also easier called "Remi", or Grim in the forums (STILL DOWN BTW).

An interview about the much awaited Cat Lady. It also talks about me at one point *wink* *wink*

About the comments, I have no rights on approving them, and several people complained about it. So yeah. That. Also link to the interview, much forgotten,

Saturday, November 5, 2011

AGD Zine: Issue 2 - December 2000

And here is the promised 2nd issue of this web-like magazine, by Mark m0ds Lovegrove, Ben Yahtzee Crowshaw and whoever Todd Johhson is.

Anyhow, it's an interesting view to the past. This one shows some engines that were at the time better than AGS or up to par, or who knows, but most importantly, it features an INTERVIEW WITH CHRIS JONES ( CJ ).

There's also an article from mr. Lovegrove, on how to make text adventure games. And a walkthrough to Larry Vales.

READ THE WEB MAGAZINE
that we gracefully uploaded, thanks to Peder Johnsen.

Thursday, October 6, 2011

Interview Part 18: The Unfolding Discordance.

I'm returning shortly to the standard format, not because I am lazy.

Well, okay, fine, it's that, you got me. So I am lazy and I am returning to the old format of interviews, but the quality still remains the same, or perhaps more. You'll be the judge of that. So this time, we feature, discordance, in probably what is one of the most interesting interviews, I've had the chance to conduct.

1) This is a typical question asked to all interviewed people. So, how did you find AGS?

Wikipedia binge, I think. I was looking up some adventure games I remember playing as a young child (KQV, specifically) and ended up stumbling upon AGS. That's a boring story, so let me tell you about the time I fought a dragon.

(It was awesome.)

2) Do you have a favorite AGS and/or non-AGS game?

I played a bunch of classic AGS games soon after I found it - Jessica Plunkenstein, the Apprentice games, the KQ remakes (because I get a nostalgia kick from KQ, mostly). Trilby's Notes is pretty good. 5 Days a Stranger is terrible. As for non-AGS games, I'm a big fan of the Portal and Half-Life games.

3) A certain fan of yours, has obliged me to tell you "Don't ever stop making good games, UNDERSTOOD?". How do you react to that?

Sounds pretty serious! If I ever decide to switch to cooking or something I'd better watch my back. (I am not going to switch to cooking. Calm down, certain fan of mine!)

4) People have commented that the only flaw in your games so far, appears to be in the graphics department. Comment on this, please.

It's true! I can't draw at all, and I have no interest in getting better. If I put in a lot of effort I might be able to move myself up from "terrible" to "mediocre", but I'd rather focus on things I actually enjoy, like writing and music. I've worked a little with other people who actually can draw, but it's really hard keeping even two people interested in a single project, especially since I like to move through ideas so quickly. Maybe at some point I'll team up with an artist and make a game with pretty pictures! Or maybe other people will just remake all my games and save me the trouble! Who knows.

5) Apart from the sequel/prequel to "How they found Silence" is there any other project you're involved with?

I'm always doing like twelve things at once, most of which will probably never be finished. I have folders full of part-finished projects that have been subsequently abandoned. I imagine most amateur game makers could say the same thing. The HTFS sequel is my only AGS project right now, though - I'm also messing about making roguelikes, and I've recently taken an interest in writing some IF. You don't need to be able to draw to make IF! It's perfect.

6) Was the whole vagueness behind the Unfolding Spider, an intended thing, to allow players to shape their own side of the story? And if so, what inspired you to go towards that direction?

That's exactly it, yeah. I mentioned that I like Portal, which does a similar thing - it implies a huge, mysterious backstory, but leaves most of it to your imagination. That's a big part of what makes it so memorable. Of course, my game is much better than Portal.*

I've always liked stories that don't feel the need to spell everything out, the kind where you think about them afterward and suddenly see something you missed before, some connection or explanation or motivation that you hadn't thought of. The Unfolding Spider takes this to an extreme by making no sense at all, of course.

*Tongue

7) What exactly shaped up Unfolding Spider into what it became, what was the initial goal?

I like making games, but sometimes doing things like thinking up puzzles and structuring them into a consistent and engaging story gets boring and frustrating. I just felt like screwing around and making something that didn't require too much planning or, you know, "effort".

What I mean is, I came up with a brilliant artistic vision and knew I had to share it with the world, so I spent months putting all my ideas together and forming a cohesive whole. It's a work of art, goddammit!

The actual truth is that I wanted to play around with some things - playing with the old amnesia gimmick, making a game without puzzles, making a game with a heavily ambiguous narrative, giving the player character a sense of history and direction via atmosphere and actions, rather than exposition. Also to have fun making a game without doing all the hard bits.

8 ) Knowing this would spoil my and probably everyone's idea about the Unfolding Spider, but is there an actual story ? Or is the game simply about madness?

I don't think it's a case of "the hero is just a nut having a bad dream in his padded cell," that would be kind of lame. There's definitely a story in there. Different people might have different ideas about what it is. That's all I'm going to say.

IF YOU HAVEN'T ALREADY, THEN PLAY THE UNFOLDING SPIDER. CAUSE YOU MUST.

Sunday, September 18, 2011

Interview Part 17: Wretched!

Tonight we have another interview, this time we feature the man behind the Wretcher. Yes, that fantastically looking game. Yes, this one. So, Alan V. Drake, dear readers!

The guy that brings you this:


We had him work on this:



On a sidenote, Grundislav's interview is included. Everything used in the Wretcher interview was made entirely by Alan V. Drake.

Monday, July 4, 2011

Interview Part 16: STOP IGNORING ME I'M BEN F#@#@%^ JORDAN

I decided that instead of doing this the standard way, to do this the WEIRD AND RANDOM way. In sort, my way. So here, an unprecedented event in the online gaming community. That was my intended 1000th post. I have to say, thanks to SSH, for putting up with me. This is totally dedicated to him.

BEHOLD AND DESPAIR

Thanks to Jonas Thiem for the Music and Sound.
And bicilotti for some feedback.

And Matt Frith, for being an incredible FRIEND. Cause all you need, is matt. Matt is all you need, really,


From my first post here, a true blast from the past:
"We've yet to work the final details, but we've agreed that as a slave must do, according to global slave rules, I'm obliged to post frequently, so that the followers and believers of the Ol'Mighty Super Scottish Hero, get their fun."

Tuesday, May 3, 2011