In the Beginning
After
working in the games industry for fifteen years, I’d become tired of
the treadmill, the corporate environment, the clichés, the licences,
and indeed, the apathy and blandness that seemed to pervade most
corners of the industry at the time. Looking for new avenues and fresh
pastures, in 2004 I formed a new company, Scary Fish Ltd.
In
August of that year I began learning the Blitz+ programming language,
the aim being to produce a PC version of a classic Commodore 64
favorite of mine. I needed to re-invent my love of games from the
inside-out, and this seemed like the best way forward; I would have complete control
over every aspect of the project, and the ability to dictate exactly
when the project should be released. The indie scene is increasingly
overlooked by the industry it once spawned. I guess I just wanted to
redress the balance.
Author Andy Roberts
During
the research phase, it rapidly became clear that I'd need a map editor
of sorts to put the levels together. However, having spent days
scouring the internet for likely candidates it became clear that there
wasn’t a single worthy contender. Ironically, the community forums were
full of would-be programmers who’d also started writing their own
editor, but most were only half-finished and thus fell woefully short
of the mark.
It became apparent that the next
generation of bedroom coders all went through the same process, that of
re-inventing the wheel, creating half-baked editors instead of their
magnum opus. The ratio of programmers versus the number of games being
produced was (and still is) completely unbalanced, and the toolsets on
offer to 2D game developers are exceedingly thin on the ground.
My
motivation was therefore two-pronged; I could produce a comprehensive
map editor so that the indie community could focus on making their
games, and during the process I could learn the Blitz+ language, an
invaluable primer for the skills I’d need to produce my up-and-coming
game.
Plus, I’d never worked on a Windows
application or an editor before. “Hey, this could be fun,” I thought,
blissfully unaware of the nightmare/adventure that lay ahead. And thus
I began working on "FishEd".
Research, Research, Research
The
first phase of the project involved researching the competition. Plenty
of editors existed for putting together Game Boy maps and tilesets, and
these were often some of the best of the bunch. They were, however,
completely redundant for anything other than Game Boy development.
I paid particularly close attention to Open tUME (http://members.aol.com/opentume/),
particularly as I’d used the program on previous projects and it seemed
exhaustive in its list of options and features, and I also rounded up
every single map and tile editor I could find. The aim was not to leech
ideas, more to find out what was lacking. My biggest inspirations,
however, would turn out to be Photoshop and my old favourite, Deluxe
Paint. The emphasis here would be on an intuitive, user-friendly
experience. I wanted an artist-friendly editor, not a programmer-centric tool.
What
emerged after over a year and a half of part-time programming was
something I’m immensely proud of. Towards the end of the project,
FishEd became a lesson in the importance of dedication and perseverance
when tackling even the smallest of projects, and it’s fair to say that
completing the project, at times, became more important than the actual
end result.
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