IndieSider - indie video game developers interviews

Ken Gagne of Gamebits

Insider interviews with indie game developers

  1. 28/03/2024

    Demakes Decoded at PAX East 2024

    This past Sunday, for the first time since before the pandemic, I had the opportunity to share a panel with attendees of PAX East! Demakes Decoded: From HD to 8-Bit In an age of HD remasters, demakes buck the trend by reimagining a modern game for a more primitive console. Ever wanted to play Silent Hill 2 on the NES, Disco Elysium on Game Boy, or Portal on N64? Now you can! But how much of a game’s core gameplay is dependent on technology? What features are important to preserve, and how do you adapt the rest? Is it really the same game — and do the original copyright owners think so? We’ll chat with four demake devs about their projects, inspirations, and challenges, exploring how they balance modern innovation, technical constraints, and retro nostalgia. Featuring: Ken Gagne (he/him/his) [Editor, Juiced.GS] James Lambert (he/him/his) [Developer, Portal 64]  Jasper Byrne (he/him/his) [Designer, Superflat Games]  Colin Brannan (he/him/his) [Developer, Disco Elysium: Game Boy Edition] Animal Planet (they/them) [Developer, PicoWars] The audio from this panel is presented as a bonus episode of the otherwise defunct IndieSider podcast. Stream it below or from Apple Podcasts, YouTube Music, Pandora, Overcast, Spotify, Pocket Casts, iHeartRadio, TuneIn, or RadioPublic, and click past the jump for a written transcript. Transcript Ken Gagne: Welcome to the last day of PAX East 2024. Thank you for waking up before the crack of noon to join us for Demakes Decoded: From HD to 8-Bit. My name is Ken Gagne, pronouns he/him. Very excited to be sharing with you a panel of amazing developers today. A little bit of introduction and information before we get started. First, I want to start with a blank slide, land acknowledgment saying that we are residing on the ancestral and unceded lands of the Massachusetts people whose name was appropriated by this Commonwealth. We pay respect to the Massachusetts elders post and present. We acknowledge the truth of violence perpetuated in the name of this country and make a commitment to uncovering the truth. So this panel is about Demakes Decoded: From HD to 8-bit. And first, how many people here have no idea what a demake is? We got one person, two, three, four, five. Excellent. So for those five people, let’s establish what a demake is. A demake is not Resident Evil 4. That would be a remake. We’ve had some amazing, wonderful, very enjoyable and highly received and acclaimed remakes in the last few years. Resident Evil 4, Super Mario RPG, that weird game by Square that nobody thought would ever come back. And of course, Final Fantasy VII: Rebirth. So those are all remakes. A remake is re-imagining an older game for a newer system. It’s not just applying a new coat of graphics like The Last Of Us. It’s such a technological leap that they are actually almost going back to the drawing board and making a new game inspired by the original game. A demake, what we’re talking about today, is just the opposite. It’s re-imagining a newer game for an older system going backwards in time. And we have four developers here today who I’m about to introduce. So first, who remembers Portal? Yeah. Portal came out in 2007, 17 years ago, for Windows and Xbox 360. 11 years before that the Nintendo 64 came out, and James here has ported it, has ported Portal to the N64. And this is what it looks like. James, say hello! James Lambert: Hi, I’m James Lambert. Yeah, and I ported Portal to the N64. And I guess I just repeat what he said. It took me about two years to get to this point. And then the YouTube channel, if you want to check it out, you can see kind of the progress in the videos. And unfortunately you can’t get the ROM for me right now because Valve told me to take it down. But I’m sure if you searched online, you would be able to find it somewhere, but not just from me. Ken Gagne: Yeah, it’s like the Streisand Effect. The more you remove it, the more visible it becomes. James Lambert: Of course, yeah. Ken Gagne: Where are you coming in from for the panel? James Lambert: Yeah, I’m from Utah. That’s it. Ken Gagne: Well, thank you for coming all this way. James Lambert: And nobody else is. Ken Gagne: Another game that is actually going in both directions right now, a remake is coming for Silent Hill 2, which was originally released for the PlayStation 2 in September of 2001, where, speaking of James, James Sunderland is trying to find his dead wife, who he mysteriously received a letter from. And even more mysteriously, the game has been ported to the 8-bit Nintendo called Soundless Mountain 2. And the master of that thesaurus would be Jasper Byrne here. Hello, Jasper. Jasper Byrne: Hi there. Yeah, I made this one in 2008, so it’s quite a long time ago now. But it was originally for a competition for demakes run by The Independent Game Source, or TIGSource. It was a forum where a lot of indies used to post back in those days. And to my surprise, actually won the competition. And so that actually ended up getting it noticed a little bit by, I guess, journalists and stuff. And ended up leading onto me doing another game like Lone Survivor, which was sort of using what I’d learned from this if you like. So another 2D survival horror game basically. So yeah, it only goes up to the apartment section, but I did always want to finish it. Ken Gagne: But all these demakes are fully playable. These aren’t just tech demos, which is pretty awesome. You can actually just download them and play them. The next panelist we have is somebody who was inspired by Disco Elysium, which is a noir-style game that came out for Windows originally in October 15th 2019. And it just seems a natural candidate of course, to port to the original Game Boy. So we have Disco Elysium: The Game Boy Edition by Colin Brannan. Colin Brannan: Hello everybody. Yeah, it was like a pandemic project for me four years ago really. I was just trying to figure out something to work on in my spare time. I hadn’t done anything creative in a few months. And there’s a really neat tool out there called GB Studio, which I totally recommend to anyone for making Game Boy games like this. And so this is actually completely without code. I’m an artist, not a programmer or an engineer. So yeah, there’s some really cool stuff you can do with such a small tool and then they even let you export an actual ROM. So people have been playing it on actual Game Boy hardware as well, which is super cool to see for me. Ken Gagne: Wow. Is this your first project like this? Colin Brannan: I’ve done other small game stuff before, but this is the first thing that really got any traction or had anyone talking about it. Yeah, my first demake, yes. Ken Gagne: Awesome. That’s really cool. And last but not least, another game that’s also been remade, Advance Wars, originally came out for the Game Boy Advance on the same day as Silent Hill 2, September 10th, 2001, remade for the Switch in 2023, and re-remade, this is the original up there, or rather the Switch version. This is a tactical game of sorts. And it was remade by Animal Planet at the end there for the PICO-8, which is what exactly? Animal Planet: So it’s a fantasy console, as in it takes the idea of older consoles and makes it run on modern hardware. It’s all fake. No, but it introduces fictional constraints. Is there anything else to that video or is it just the- Ken Gagne: Sorry. Animal Planet: There we go. There’s the game. Yeah, so the PICO-8 takes ideas of making games for older consoles. You’ve got constraints, but all these constraints in this example are kind of artificial. It’s got an artificial palette, token limit, things like that. It creates interesting constraints for making the game. And originally I’ve been kind of making this game for over a decade since I started programming because I was enamored with how artificial intelligence works for games like StarCraft and the old Advance Wars games. And I wanted to get into that and see how that really works. So it was an off-and-on project for very long, and I restarted it many times. And eventually I was like, “I’m making it so.” Ken Gagne: Awesome. Thank you. And then that brings us back to me. I am not a developer or an artist. I am an editor of a magazine called Juiced.GS. It’s currently in its 29th year of publication. It’s print only, not a PDF. And it’s a magazine all about the Apple II computer. Who remembers the Apple II? Yeah, you probably remember it because you grew up playing Oregon Trail in school, or maybe other games like Wizardry. Wizardry, the Apple II version of Wizardry is actually on the show floor at the Atari booth. It’s amazing. I’m not kidding. You can go play it. And the Apple II originally came out in 1977, and it has been the home to many amazing demakes in the last few years, like The Secret of Monkey Island, Out of This World, also known as Another World, Myst. And these are all playable by the way, Kerbal Space Program, and Portal. And those were all actually made by the same demake artist. And he recently submitted Portal to an online competition. And when you fill out the form, they asked, “What is the name of your game?” And so he said, “My game is called Don’t Tell Valve.” And we did a cover story a few years ago all about demakes for the Apple II. I have some copies here I’ll be giving out later if you want to read that. And so these are our panelists and we’re here today to talk about the demakes that have been created, that we’ve outlined. And I want to start with an open question to any panelist who would like to answer, and that question is but why? Why demakes? Why? Anybody, why? Colin Brannan: I think with, Animal Planet, you mentioned constraints earlier with your response, and I think that’s what it was for me is that when you’re working with a modern engine like a Unity

    1h 2m
  2. 05/07/2017

    IndieSider #61: CRYPTARK by Alientrap

    CRYPTARK is a 2D sci-fi roguelike twin-stick shooter in which players pilot mechs charged with salvaging alien technology from derelict spaceships. Technological defenses remain active on these procedurally generated abandoned hulks, and players must shut them down and shoot the core if they hope to escape with enough artifacts to sell and fund their continuing expeditions. CRYPTARK is available from Alientrap for PS4 and Steam (Mac, Windows & Linux). In this interview, I speak with Alientrap creative director Jesse McGibney about this game’s artistic departure from Alientrap’s previous game, Apotheon, which was based on Greek mythology and pottery. We also chat about CRYPTARK’s two-player co-op mode and the lack of online play; how the game fared in early demos at PAX East 2016; the challenges of creating a game with procedurally generated levels; and the CRYPTARK’s time in Steam Early Access — a first for Alientrap — and the one-week delay between its Steam release and its arrival on PlayStation. Watch the video above, or download the audio edition below or from Apple Podcasts, YouTube Music, Pandora, Amazon Music, Overcast, Spotify, Pocket Casts, iHeartRadio, TuneIn, RadioPublic, or the Internet Archive. Links mentioned in this episode: CRYPTARK by Alientrap Apotheon Gamasutra – Game Design Deep Dive: Visualizing Cryptark’s 2D sci-fi world CRYPTARK soundtrack by by Ryan Roth & Ryan Henwood “A richly strategic shmup” — Marsh Davies of Rock, Paper, Shotgun This is the final episode of IndieSider. My thanks to everyone who listened!

    26 min
  3. 22/03/2017

    IndieSider #57: Open Sorcery by Abigail Corfman

    Open Sorcery is a cyberpunk hypertext adventure. You play as BEL/S, a fire elemental who has been bound by C++ code to serve as a firewall. Your job is to scan the local environment and detect any other elementals or poltergeists who could be interfering with your creators or neighbors. As you identify their material and motive, you will learn more about the world around you and gain sentience — possibly posing a threat yourself. In this episode of IndieSider, I chat with Abigail Corfman about her first published game. We talk about how she used Javascript to expand the Twine game engine used in Open Sorcery; how the game evolved from open source to mobile to Steam, and the code bases she merged to make it happen; why hypertext is a natural evolution of text-parser adventure games; the difference in exhibiting at GaymerX East vs. PAX East; why Abigail’s games, despite having dark qualities, focus on emotional connection and gentleness; the emotions she was experiencing that led her to create both this game and her webcomic, A Moment of Peace; and what we can expect from the game’s sequel, Open Sorcery: Sea++. Watch the video above, or download the audio edition below or from Apple Podcasts, YouTube Music, Pandora, Amazon Music, Overcast, Spotify, Pocket Casts, iHeartRadio, TuneIn, RadioPublic, or the Internet Archive. A complete transcript is provided after the shownotes. Links mentioned in this episode: Abigail Corfman on Twitter Open Sorcery Steam iOS Android Interactive Fiction Database Twitter Twine Interview with Abigail Corfman by Leonardo Faierman of Black Girl Nerds A Moment of Peace webcomic Transcript [Announcer] Welcome to IndieSider, where we go beyond the game and meet the developers behind today’s indie hits. [Ken Gagne] Hello, and welcome to the IndieSider podcast, where I play indie games and then interview the developer. I’m your host, Ken Gagne, and this week on episode number 57, I’m playing Open Sorcery, by Abigail Corfman of Open Sorcery Games. This game was released on February 22nd for Steam, that’s Mac, PC and Linux, for $3.99, and previously was released for Android and iOS for $2.99. Open Sorcery is a point-and-click text adventure based on Twine, an open-source text adventure game engine. In Open Sorcery, you play as a Fire Elemental, one of those living embodiments of nature that you often find in Dungeons and Dragons-type settings, except you are a Fire Elemental who has been enslaved to serve as a computer firewall. This game is set in some sort of modern-day melange of Dungeons and Dragons, and Shadowrun, and cyberpunk. So you are a living firewall, charged with scanning certain areas of the network, and identifying other Elementals who may have invaded the area. You have to pay attention to the clues and deduce which of six Elements it is: just earth, fire, wind, water, light or dark. And then you have to deduce what their motive is. Are they here to instill order or chaos? Life or death? Once you have identified the Elemental, you are given a variety of menu-based options, such as should you speak to the Elemental, and convince it to leave the area? Should you cleanse it with fire, the substance of which you are made? Or more. As you have these interactions, what impact does it have on your own consciousness as you start to learn more about the world around you? Will you, eventually, yourself become a threat? The game has a Spartan aesthetic: it has white text on a black background, and any text that appears in red, you can click on with you mouse and choose that option, or to see what branch, either permanent or short-diversion, it takes you on. At occasional points in the game there is some background music, but mostly it is silent. There is no voice acting. However, what the game does have a lot of are words. 90,000 words, that’s 9-0, 0-0-0. That’s a lot of text, and a lot of different endings. You’re not expected to play the game all in one sitting, you can save to one of multiple slots and load and restore, so if you come to a choice and you’re not sure which one to take, just like the old choose-your-own-adventure games, you can stick your finger on that page, see where the path takes you, and then go back and try again. I really dug this game, because I felt like I got to know the inhabitants of this world. There are only four locations that you are constantly scanning, and you get to meet their inhabitants and see how they go about their day-to-day lives. And as you interact with them, you develop relationships with them, which are graded on a scale from zero to a hundred. As they get to a certain point, you can actually use those relationships in some of the decisions that you make later on, as those colleagues, partners and friends become available to you. And so, in this episode of IndieSider, I’ll be speaking to the game’s creator, Abigail Corfman, at whose website, abigailcorfman.com, you can find Open Sorcery. You can also find links to Open Sorcery and all the other resources mentioned in this episode of IndieSider, at our own website, indiesider.net/opensorcery, for this particular episode. Where you can also find YouTube footage of me playing the game; as I said, it has a lot of text. I was excited to discover this game at GaymerX East in New York City back in December of 2016, and then to see it again at PAX East 2017 this March in Boston, and now I’m finally delighted to be able to bring to you my interview with Abigail. [Ken] Joining me today is the creator of Open Sorcery Abigail Corfman of Open Sorcery Games. Hello, Abigail! [Abigail Corfman] Hello. [Ken] How are you today? [Abigail] I’m great, how are you? [Ken] I’m also great thank you. I am so happy to finally have my hands on your game. I first played it at Gaymer X East in New York City back in November of 2016, and then I was delighted to see you at PAX East in my hometown of Boston, just a few weeks ago. And your game is out, it came out in February for Steam and it came out a while before that for Android and Python is that correct? [Abigail] Yes that’s correct. [Ken] How long have these games been available? [Abigail] Ah available, I think I put out the first build on mobile platforms in May of last year. And they’ve slowly been expanding and progressing up until the Steam launch as the year goes on. [Ken] Because I saw reviews of your game in the Interactive Fiction Database as far back as May of last year so that was referring to the mobile ports? [Abigail] Actually the way it started was this is my first game ever. Like I found Twine I thought hey this is lovely and I like doing this so I’ll just make a tiny game and it’ll last, it’ll take me about a month. And then a year later I had Open Sorcery and I had no idea if anyone was going to like it at all so I decided I’ll put this up online and I’ll make a mobile version because I like playing games on my mobile and I’d like other people to do that and I’ll make it a little bigger ’cause it’s going to have to cost something. So people who really like it can buy the mobile version. And a lot of people really liked it and it got accepted to some conventions and it got an award which was very nice. And I talked to some devs and looked at the culture online and decided that by having it out online for free I was devaluing the work that people do to make games. It was a big project and I didn’t think it was right and I was also hamstringing my dreams of eventually someday doing this professionally all the time, so I took it down. And I put it up on Steam. [Ken] And what is the difference between the mobile version as that came out originally and the Steam version. I understand there is a huge expansion. [Abigail] There were two levels of expansion. The original mobiles were expanded over the free online version. And the Steam version was expanded over both of those. I think there was about 10,000 words added, that includes code and text together. But, and also I added the menu and a save system which is very innovative for Twine which is, it’s built-in. And a whole bunch of other little things that made the game easier, like a speed mode, so that you could go through it quickly. It’s a game that requires a lot replays to get the full value out of it. But like any game that’s largely narrative based there are a lot of things that repeat themselves, so being able to skip through things quickly I think makes for a better replay experience. Also makes it a lot easier to debug. [Ken] And those are all things that, as you said, were not built into Twine, you added those yourself. The save system and the speed mode. [Abigail] There’s a rudimentary save system built into Twine but I had to expand it and I did it and massaged it a bit to make it work in the traditional format like, you know, press save and it saves the file and displays that. I ran into a serious problem on Steam actually wherein people, when I first released it on Steam, people were having a lot of errors with the save system. And that’s because Twine saves the entire game, like every single action you’ve ever taken, everything that’s ever been changed in the game, instead of just having a save file with straight variables. And so the save files that Twine saves balloon very quickly. They’re just text but they can get really big and my game is really really big in comparison to most Twine games. It’s seven megabytes. In comparison to most Twine games it’s very large and there are lots of different things that you can do and get baked into the save files. With five different save files I actually ended up overloading a local storage and yeah so, long story short, there were some logistical problems I’ve had to deal with for porting Twine. [Ken] You were already a professional programmer by the time you were introduced to Twine is that correct? [Abigail] Yes. [Ken] Some people m

    47 min

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