Interview with Circular Logic
The 2004 IGF Competition is in the final round, and one of the ten finalists in the 'Open' category is "Bontago," by Digipen-based team Circular Logic. Bontago is a pretty unusual strategy game with a strong physics basis; played on a floating, translucent disc, players drop blocks onto the disc to gain 'influence' over areas of the board. The higher the block, the greater its area of influence, so players have to combine stacking blocks across the board with stacking them upwards. And then there's a load of thing to shake and tilt the board... I recommend the demo, it's an excellent example of a highly polished game. I caught up with the Circular Logic guys on IRC, to chat a little about the project and IGF.
OK, so, first question: who are you all, and what are your roles within Circular Logic?
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You must be pretty happy about Bontago making it through to the finals. Was entering the IGF one of your original aims, or did it just... seem like a good idea at the time?
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Oh - so you actually had two entries in there to begin with?
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I see. So, focusing on the finalist version, how long did it take you to develop?
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Right - how much of a role did Digipen play in guiding and assisting you? I mean, I'm guessing it was a project...
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Ah - so, quite a formal development process then. You had design documents, code reviews, and so on as well?
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That's what I meant.
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Did you stick to it? :)
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No massive problems forcing you to drop features because you were running out of time, though. What were the biggest problems you encountered during development?
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Ah, I see - constantly rebalancing the whole board each move, I can imagine that would take some processing power. And it would have put paid to my favourite strategy of just building huge towers near my start point :)
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I saw you chose Tokamak for the physics - what were the factors that led to that decision, and if you could go back, would you have picked a different approach?
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Was Tokamak easy to integrate into the project, or did you not have much of a project to integrate into at that time?
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Right, the gameplay balancing.
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What was the greatest single moment you can each recall during the project? Perhaps when the AI players first beat you, or something... :)
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well, that's always something of a refreshing thing to do...
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You mentioned a sequel - I take it this means you guys are staying together?
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As in - *if* you win IGF?
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Ah, of course. Which reminds me - any figures for a budget on Bontago?
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Last question, then. Can you give us any idea as to what to expect from Bontago 2.0?
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Sounds good, I look forward to it. :) Well, thanks for your time, guys, and good luck at IGF.
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Interview conducted by Richard "superpig" fine.
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