Interview with Chronic Logic
The CMP Game Group (producer of Game Developer magazine, Gamasutra.com, and the Game Developers Conference) 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.
The guys from Chronic Logic are certainly no strangers to the IGF. In 2003 they won an Audience Choice award for Pontifex II, and last year they made the finals with Gish, the same game that is running for an award once again this year. So what's new? What's changed since our interview last year? Read on and find out.
So okay - it's been done before but let's do it again :) Who are you and what's your role on Gish?
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Let me be the first to say it - Congrats on your 3rd consecutive IGF! This ties you with Shizmoo Games and Digital Eel for consecutive IGF entries. How do you feel about that?
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Not only is this your third straight year, but this is also the second year for Gish - which is also an IGF first. What made you guys enter Gish again?
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You guys are definitely coming into the competition this year with a strong pedigree - Gish won Game Tunnel's Game of the Year and Adventure Game of the Year awards. Do you guys think that will help you out even more this year?
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Quality of Life is fast becoming a concern in the industry. As indie developers we're mainly in charge of our own QoL - what do you guys do to take the pressure off and keep it fun?
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So now that Gish is a completed game, or more of a complete game - what cool new stuff worth mentioning has been added to the gameplay since we talked last year?
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Speaking of that level editor, we talked last year about the "scripted" events which are actually simulated - was anything akin to scripting ever added for anything?
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These simulated events are driven by the physics engine at the core of all your games. How's that come along since last year? Any major additions/improvements?
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Is there anything you guys are looking to add to it after Gish?
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Ok - nagging question! :) What's the current stance for you guys on licensing the physics engine to the public?
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Still, have you guys compared the engine to other similar libraries like Tokamak, Newton, Novodex, etc? A lot of people go for pre-built physics libraries due to the inherent complexity of them
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You guys specified some tools last year that you were using for development of Gish - programmed in C, using OpenGL for graphics, OpenAL for sound, SDL for input, Ogg Vorbis for music, with Flash and Photoshop for animation/graphics. Have you guys found any new or related tools to help aid you in development, both with Gish and in general?
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Nothing? No Integrated tools? Helpful applications?
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So I assume you guys still use your brains for source control as well? :)
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Awesome. The power of the human mind at work. So to shed light on another interesting IGF fact, and to touch on another tidbit from last year, you guys made it into the IGF again with Detective Brand. Was this your first collaboration effort with another studio?
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What was the experience like?
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So this was a rather long-distance relationship? What methods did you guys use to manage it?
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Well Detective Brand will be getting an Email from me or someone at GDNet in the near future. So he can feel better now :)
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Well I tried. Anyway, that pretty much does it for me. Good luck once again to you guys! See you on the Expo floor.
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Interview conducted by Drew "Gaiiden" Sikora.
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