Interview with Oddlabs 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. Today I got the pleasure of interviewing a couple of the guys over at Oddlabs, covering their IGF finalist entry Tribal Trouble. Tribal Trouble is a colorful 3D RTS title that allows you to play as either a group of land bound natives or stranded Viking raiders as they clash for control of a group of tropical islands. This title was nominated for Technical Excellence. How about introducing the team to all of the readers out there.
Congrats on making the IGF finals. How's it feel?
(Mikkel Jensen joins us) How long has Oddlabs been actively developing games?
What is behind the name Oddlabs?
What's the basic idea behind Tribal Trouble?
How did the original idea come about? How long ago?
(Jacob Olsen joins us) Were you guys ever pushed to finish the game or achieve a certain milestone? Or were you able to keep things evenly paced?
What development tools were used in order to make Tribal Trouble? (both in-house and externally produced tools)
What do you guys think of java/lwjgl? Why did you choose it? If given the chance to go back in time would have you chosen something else for TT?
What were some of the major design issues? How were they solved?
What are your favorite parts of the game?
Have you guys looked beyond Tribal Trouble yet? What's next?
And lastly, is there anything else you would like to add?
Interview conducted by Nathaniel "gnatinator" Sabanski |