Interview with Donohoe Digital
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.
Doug Donohoe, the founder and sole developer behind Donohoe Digital and War! Age of Imperialism, was kind enough to take some time to chat with me about his game and his company, where he came from, where he’s going, and some of the trials involved with creating a full conversion from game board to PC.
Who are you and how were you involved in War! AoI?
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Congrats on being selected for the finals at the IGF. How's it feel?
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What made you decide to enter War! AoI into the competition?
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Were you a fan of War! AoI as a game board before you decided to make it into a computer game?
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Was it the urge to turn War! AoI into a computer game that originally started you in game development, or have you always wanted to develop games, and War! AoI was a good opportunity to start?
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What did you have to do to convince Eagle Games that they should let you make this title?
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What were some of the challenges in converting the board game to PC?
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There's quite a bit of praise for the game's AI, so it seems to have turned out well. Any tips for programmers looking to create similar AI for their strategy games?
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Is there a central lobby for players to connect to play online, or is it direct IP connections?
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What made you choose Java as the development platform?
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What other tools besides Java were used?
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How long was the game in development? How many people were working on it in the end?
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So Eagle provided you with all the design resources and a contact to ensure that gameplay remained true to the board game?
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How many hours a week did you normally spend on the game? Were there any points at which you could say you "crunched"?
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Quality of Life is the new hot topic in the game industry. As indie developers, we get to manage our own QoL - what do you do to keep off any pressure and just have fun?
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What are you working on now and what are your plans for the future?
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Any advice for developers looking to convert their own favorite board games?
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Well, good luck at GDC. I'll see you on the Expo floor in March!
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Interview conducted by Drew "Gaiiden" Sikora.
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