Interview with Chronic Logic
The Independent Games Festival was established in 1998 as a forum for independent developers to exhibit their work, receive recognition, and meet with commercial publishers. Finalists to this event attend the GDC and compete for several awards and cash prizes. This year¹s Seumas McNally grand prize is $15,000.
Today I got the pleasure of sitting down with Josiah and Alex from Chronic Logic and the two sole developers for the IGF finalist Ponitfex 2, a game where you are tasked in various scenarios with building various types of bridges, and then testing them with real-world physics to see if they make the grade or collapse due to your poor engineering.
So who are you and what do you do?
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So you guys are both local?
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Did you know each other growing up and in school or did you meet later on?
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What got you guys interested in game development? Did you both get hooked independently or did one of you influence the other?
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Josiah you jumped on board 8 months ago, Alex how long has the company been in business and what made you both want to go indie?
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Both your games Triptych and Pontifex are based on real-world physics. What's the engine like?
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What gave you the idea for Pontifex? Was it based on the physics engine you had or did the physics engine evolve from the game idea?
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So the game didn't come about as a way to make use of the engine? What made you think of it way back when?
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So when Pontifex was finally released to the masses, what did you think of the reaction that spurred a sequel?
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Good point Josiah, I was just thinking along the lines of publishers, i.e. if the sales and reaction don't look good, why make a sequel? Do you think you guys would have made Pontifex 2 without the community support you have?
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So to clear things up, what's the difference between Pontifex and Bridge BuilderTM? Was one like an editor and the other an actual game?
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You mentioned the development time for Pontifex I briefly - how long did that actually take? Any major problems or events during development worth mentioning?
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How long did it take to develop Pontifex II, and how was development relative to Pontifex I?
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What made you decide to enter the game into the IGF?
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Will this physics engine be the basis of following games or are you thinking of going into other areas?
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What's next for you guys?
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Sounds great guys. Thanks for taking the time to do this interview.
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Interview conducted by Drew "Gaiiden" Sikora.
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