GAME JOBS
Contents
The Indie Shooter Roundtable: Mak, Cho, And Omega Fire At Will
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  The Indie Shooter Roundtable: Mak, Cho, And Omega Fire At Will
by Brandon Sheffield [Design, Interview, Indie]
8 comments Share on Twitter Share on Facebook RSS
 
 
July 28, 2008 Article Start Previous Page 3 of 4 Next
 

Would you consider your enemy attack formations to be AI or set scripts?

KC: I have interest in writing some kind of AI that controls enemies, that are called boids, that control bullets.



O: Boid is a nice algorithm.

KC: Yeah, it can create very complicated interesting patterns, but it's very difficult to control the moving pattern of the enemies.

JM: I'm always too lazy to learn. I'm a very lazy programmer so I'm just like, whatever's easier, right? So is the algorithm difficult to use? I mean, is the algorithm itself difficult, or is it just hard to control?

KC: I think it's not that complicated and very easy to write down in code, but controlling its behavior is very difficult.

JM: I find that even the simplest rules are enough to create very interesting patterns. Like here, let me show you. [pulls out laptop]

KC: (laughs)

JM: Okay, so on the plane to Japan I wrote this little thing, it's just a little [demo in]... Processing, have you used Processing?

KC: What's Processing?

JM: Processing's awesome. Very easy. So like, five hours. So, can you see the red? So, see - it's very simple behavior. They follow you but then they move away, but it makes it so that, you know, it's still really easy to dodge, but still difficult enough that you have to concentrate.

KC: Yeah, yeah, yeah. Very interesting.

JM: So just very simple rules, and you already get this complex interaction.

Do they just follow for a set period of time?

JM: Well, random.

It's random?

JM: Well that's what I learned from [Kenta's game] PARSEC47.

KC: (laughs)


ABA Games' PARSEC47

JM: Random is your friend.

KC: Yeah, random is a friend.

JM: So in the end when you collect eight, you eat them.

KC: (laughs) Sometimes the range of enemy movement...

JM: Yeah, so if you go out of range then they stop moving, so it's very simple, but, I don't know, I think that, simple rules, complex behavior.

[To Jon Mak] Do you have any questions for Kenta Cho or Omega?

JM: No, I just have praise.

Well, that's good too.

JM: What do you think about... I have this theory that - okay, so a lot of modern games now have set piece gaming, you know, like Heavenly Sword or something. Scripted events happen, so my theory is that you can have scripted events, but you inject... some sort of randomness, and then every time you play that scripted event again it's always new. So that's, I don't know, have you ever thought of creating sort of randomized scripted events? Cause I notice all your games are completely random.

KC: I think randomness is very important. Especially since I write all the games by myself and I test play my games continuously, I like randomness. Also because the developer can't know how my game... the behavior of the game changes dynamically every time.

JM: That's good, because I really like random, but have you thought of a scripted event that is random? You know what I mean? So like, on the last level it's like there were those spinning things and they go away and the boss comes, but it's still random. What do you think about that?

KC: I tend to write the pattern or script in my games myself, so I try to have minimum sets of script in the minimum sets of algorithm in my game, and another sequence generated from my program. Also, I'm not good at writing scripts or events in my games, so I try to write simple games with random dynamic patterns, but also can be enjoyed by the player; those kinds of random sequences.

Do you have scripts for your game Omega-san? Could you help me explain?

KC: Do you make types of games where you insert randomness into a script, or games where you don't create scripts, or keep scripts to a minimum?

O: I only used scripts for Map, the platforming action game I made in the beginning of the year, and the game I made right before Every Extend, Marunage. Everything else is done by program with numbers to determine properties of the characters.

Yeah, he didn't use scripts before Every Extend.

JM: Did he get money for Every Extend?

O: (laughs and nods)

But not for E4 (Every Extend Extra Extreme for Xbox Live Arcade), right?

KC: You don't know? Is it a secret?

O: It's probably better not to say (laughs).

KC: It's a secret.

O: But I'm happy that a new game under the same series came out.


Q Entertainment's Every Extend Extra Extreme

But you're not working with Q Entertainment now right?

O: I'm working at a different company now.

What kind of company?

O: At a network company.

Is that so? Do it relate to games?

O: It's close to games, but not games.

Have you made games up until now?

O: I guess (laughs). Sometimes I slack off or drop the ball halfway. Yeah. I make them, and I don't make them... on and off.

KC: I also have many games that stop at prototype (laughs).

O: Many prototypes.

 
Article Start Previous Page 3 of 4 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

Arthur Times
profile image
As someone who's not trying to flame but is being genuinely curious, just what is the appeal to these types of shooters? Everyone is going gaga over them but all I see is a triangle shooting a square.



Will someone please explain to me the appeal of these games over say "traditional" shooters like Gradius or Ikaruga.



Thanks.

Anonymous
profile image
Abstract visuals have their own appeal when they are well designed, but the keys are:



- they are not expensive to make, in terms of time or money (to hire a real artist).

- they can be made to work in ways that would hardly make sense with 'real' graphics, and they encourage experimental gameplay designs. Tumiki is a good example of that.

- They can use more extreme palettes rather than bland ones (which is a common criticism to the recent 1942 in XBLA), and in general they are much more clean and clear. Then everything gets obscured by pyrotechnics and bullets, but that's part of the design, not imposed by aesthetics.



But it's not an either-or proposition: I expect that in general the same people would love both types of shooters. I know I do.

Arthur Times
profile image
Thank you. That does help.

B N
profile image
Well when I made one of my first games it was a shooter with shape type enemies like a lot of these, and at that time I did it because I'm not an artist so it was really the only type of enemies I could make that would look half decent.

Jimmy Andrews
profile image
"I have interest in writing some kind of AI that controls enemies, that are called voids, that control bullets."



Is that supposed to say "boids"?

Simon Carless
profile image
I do believe you are right, Jimmy - it's fixed.

Richard James
profile image
When you just have a triangle shooting a square you have eliminated all the fluff and have the raw game. If your game is not fun in that state you are probably doing something wrong.



Having said that I don't find Kenta Cho's work graphically minimal. I find that you need to play the games to understand the graphics. Some of his games I don't like but some of them I love to play e.g. Gunroar and Mu-Cade.

Anonymous
profile image
Gunroar is an absolute masterpiece.


none
 
Comment:
 




UBM Tech