Posted on July 21st, 2007 1 comment
Hampa, 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.
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0:00 – 5:00
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
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
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
Posted on July 19th, 2007 No comments
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