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[Ex-Insomniac programmer Nathan Fouts created one of the standout Xbox Live Community Games for Xbox 360 in 2D side-scrolling shooter Weapon Of Choice, and explains just how in this in-depth Gamasutra postmortem.]
Working on games such as Resistance:
Fall of Man and Postal 2 was a
dream come true. While I really enjoyed contributing to stunningly-complex 3D
games, my secret passion was to create a smoking, 2D, side-scrolling action
game that looked like it crawled off that high school, stoner kid's notebook,
and then ate Rainbow Brite.
For me, directly mapping 2D stick controls to a 2D action
game is like pizza and beer. And maybe some warmed pie on the side. And some
ice cream on the pie.
Mmmm... anyway, I drugged my wife and convinced her that
I should quit my great job at Insomniac Games, and use all of our savings to make
my own game. (Okay, just kidding -- no one actually
took drugs despite what Weapon of
Choice's art direction may suggest.)
With most of my teenage years spent fighting Red Falcon and
the Bydo Empire, Weapon of Choice's designs
and drawings flowed freely. The game revealed itself to me over a period of
months, and fortuitously, XNA became ready for primetime as well.

Figure 1. Final title and original pencil art. All the art in the game started as pencil and was then scanned and
colored digitally.
My friend, AJ Johnson, wrote the dialogue and the story, and Hamdija Ajanovic composed the game's
rocking, custom soundtrack. A programming friend helped with a few enemy
prototypes, and another old colleague designed one of the levels.
Those poor
saps worked remotely and agreed to get paid on the back end, based on sales
profit. I also remotely contracted two texture artists for occasional environment
texture work; they were paid with actual
money.
My wife acted as the producer and business manager. Friends and
family were the QA department, playtesting the game at milestones. That left
everything else for me, which included the original concept, design, programming,
art, animation, sound effects... you know, the game part.
While initially I wanted to release the game on Xbox Live
Arcade, Weapon of Choice swaggered onto
the Xbox 360's Community Games on November 19th and seems to be well
received. The game is an "approachable hardcore game" meant for
older gamers who don't always have time on their hands for retail games.
Though
I've worked in the professional game industry for over a decade, there were
many sadly entertaining things I learned along the way. But let's leave the
embarrassment for last.
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I have to stress how unique this title was in all aspects. I'm not talking about slight innovations, but rather, something completely different. I've never played a shootemup that had branching levels and stories (these aren't slight differences in the ending, they are completely different perspectives). Of course, the weapons are things never before seen in a game like this. The same can be said of the controls, in particular the ability to spiderwalk on any surface. The art (though I suppose my graphic designer friends would have issues with it) really look like they came out of a sketchbook, and isn't very typical of the art you'd see in 99% of games out there. The bosses are just twisted and epic. Despite being a short game (for $5 I'm not complaining at all!) there's so much here that's impressive, that I really, really hope MGB is financially rewarded and able to pump out more titles.
Looks like Insomniac is loosing the best programmers :-)