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Thursday, May 22, 2008

Ow! We've been poked by an interview with game design mastermind, Cactus.

I contacted Cactus about a week ago about an interview and I was hard pressed to think up questions, a result of that is only two questions with really amazing answers on Cactus's side.
So, welcome one of the most famous Game Makers to the weeks GMR Interview,
Jonatan "Cactus" Söderström.


GMR:
So, Cactus.
You are a very famous user of Game Maker, mostly for your style of games and ability to release games pretty quick one after the other. I guess most people would like to know first how you can make a quality game in a day and then move onto the next without any trouble... are there any tricks involved on how you spend your time making the game?


Cactus: Well, I don't know quite how to put it. The key is to work your ass off while you've still got the hots for the project you're working on. After you lose your inspiration it's really hard to keep going. Build up a concept that you know will work even if you don't flesh it out or polish the hell out of it. When the game starts feeling like a chore, then you should consider if it's A: Already fun enough to be released B: Worth the pain involved in developing it further. Hopefully you will settle with A and then you'll have somewhere between a few hours to a few days to finish it off (or else there's quite a risk you'd put it on ice and leave it like that for way too long).
If you're like me, you've probably already got a ton of other projects you want to start with, so don't feel bad if the game didn't turn out as good as you wanted it to. Main thing is that it's fun to play and that there is something interesting about the game that will make people like it. If your game turns out to be a complete failure, then you can always make another one. However if you've spent a long time making the game, then the idea of starting another project won't seem like a lot of fun, which is why I recommend short(er) development times.


GMR: VilleK and yourself have teamed up to form Lo-Fi Minds, which is currently displaying the work on Brain-Damaged Toon Underworld.
Can you tell us a little bit about what you hope that happens with this partnership and a little bit about BDTUW?


Cactus: We decided to team up after having some correspondence because we realized that we both want to do similar things, while wishing to make game creation a full time job. VilleK liked my games, and offered partnership along with employment which would keep me from being forced to take a "regular job". So, right now I'm spending several hours a day making games instead of doing something I don't really want to. At the moment we're trying a few different things at once, we're doing a few games in Flash and we're working on a bigger project, which is BDTUW. We've already gained quite some interest for that game, and things are looking surprisingly positive for it. Up until now, the game has been developed in Game Maker, but we've had a few conversations with people which has started to make a port to a more console compatible language seem like it could be worth it.
As for the game itself, it's about a cute little character named Twink who finds himself in a terrible world filled with bizarre characters. It's an indirect sequel to a game I created a few months ago, called "Psychosomnium", and much like in that game things will be centered around a weird plot with some really unconventional puzzles. We're hoping to make the game last for three or four hours, with some unlockable content to add to the replayabillity of the game. But the main focus is to create a game with varied game play and a unique storyline. Unlike the impression the graphics might give you, the game is actually quite dark and not really intended for children. Games intended for "adults" is one of the things I've been wanting to make ever since I first opened up Game Maker, and this will be one of few projects where I hope that will really shine through.




Thanks, Cactus!

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