Saturday, July 21, 2007

Podcast Interview: IGF Finalist and Toribash Developer...

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.

You can download the podcast here...
http://www.indiegamepod.com/podcasts/toribash-podcast.mp3

or listen to it here...


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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
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

Take care,
Action

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