Interview with Chronic Logic
The Gama Network established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers. They saw how the Sundance Film Festival benefited the independent film community, and wanted to create a similar event for independent game developers as well as the student population of game developers. This year there are two categories, Web/Downloadable and Open. Finalists in each category are competing for five $1,000 awards and a sixth $15,000 grand prize.
Returning finalists Chronic Logic were nice enough to spend some time online chatting about their finalist entry for this year's competition: Gish. What the heck is Gish? The fact that you can't even associate anything to the name of this game is one of many original traits the game features. But don't worry, it shall all be explained in the paragraphs that follow. If you missed them last year, be sure to check out our interview of them and Pontifex II.
Who are you and what was your role on Gish?
|
Exactly what is Gish about?
|
What was the inspiration behind the game?
|
What about the main character, Gish?
|
Where did the name Gish come from?
|
The game from these screenshots looks really dark. Is that just because you're underground or is it a dark game because your girlfriend's been kidnapped?
|
Are there any other gameplay modes besides the single-player story?
|
What are you guys looking to add?
|
Looking at these screenshots, it seems to be a 2D platform game? What's the gameplay like?
|
Right, I remember last year we discussed your physics engine in use with future games, so this is another application?
|
How have you guys improved the physics engine over the past year?
|
Do you guys have any plans for licensing this engine at all?
|
How long has the game been in development so far?
|
Gish was primarily programmed in what language? Using what tools?
|
When you say Flash for the animation, does that mean the game uses SWF files for animation or are just the frames used?
|
What kind of tools did you guys use for stuff like scheduling and source control?
|
Why not? Since the team is small enough?
|
What was the most serious bump along the road of developing the game?
|
What's the game editor like? Is it an in-game editor or a separate tool? How was it made?
|
Was there any scripting used in the game?
|
You said you guys were working on other things during Gish's development - can it be spoken about?
|
Guys, good luck to you and I'll see you at the GDC
|
Interview conducted by Drew "Gaiiden" Sikora.
Click here to post your comments in the forums
|