GS: Will all of the stuff we saw today make it into the final version of Space Giraffe? I'm guessing the "Cube is not for yiffing" message might get cut.
JM:
Well, that's not actually saying that yiffing is a good thing! It's NOT
for yiffing! If you actually look at that picture, there's a little no
entrance sign. There's nothing actually shown!
GS: Recently we did a postmortem on Toys for Bob's Tony Hawk's Downhill Jam, where they described having to remove certain names from their game. Certainly that climate does exist.
JM: Well, I think Space Giraffe
is abstract, and you can't really fly into anything within the world.
That fox is pretty much the most real-world thing we've got in there!
GS: Have you ever given up on a game? I know that Unity was cancelled, but is it ever going to be resurrected at any point? You've expressed interest once.
JM: The thing with Unity
is that it would be a matter of projects. As I've said, we got a year
and a half into it and realized that it was going to be too huge. It
was too ambitious. Not only did we have the light synthesis generator
-- which was actually working -- but the whole idea was going to be
genetic evolutionary algorithms controlling everything, and it was just
too huge, really.
I think a lot of the ideas are
still valid, but they will appear perhaps in smaller games. As a small
development team, we can't afford to take on projects that span two or
three or four years. We can't do it.
Unity, Llamasoft's canceled Gamecube project
GS: How many people do you have working with you?
JM: Me and Ivan [Zorzin].
GS: That's what I thought. You said "of our size"...
JM:
Well, we've doubled in size! There's now two of us! We're also lucky,
though, because we've got a lot of voluntary contributions from people
in the Llamasoft community. Some of the music is being done by a bunch
of musicians who also happen to be members of our forum.
Likewise,
we've got other guys helping us out by doing logos and fonts and
things. We've got a lot of people who contribute to us because they
want to be in Space Giraffe, which is nice.
GS: And that's the final title?
JM: Yeah!
GS: Originally, that didn't seem to be the case. You said, "Well, let's just call it Space Giraffe"...
JM:
Well, it just kind of stuck. It all came down to this one forum post,
where there was just this one picture. I was working on this little
creature, and at that stage it was just called "The Little Creature." I
didn't have a name for it. Then I saw this one picture of a giraffe at
a watering hole, and it looked just like my little creature standing at
the side of the web.
So I started this one thread
in my forum called "The Space Giraffe," and posted that picture there.
Within hours, all the gaming sites were reporting "Jeff Minter's new
game: Space Giraffe!" At that point, why go back? Space Giraffe is memorable, and people remember it. It may be a silly name, but people remember it.
A work-in-progress version of Space Giraffe
GS: That was partially my fault. I have a friend who reads your forums, and he relayed that post to me.
JM:
This was all over the place within a few hours. One of the funniest
posts was on Teletext in the UK. There was this post going "Space Giraffe invades Xbox 360..."
GS: Has PETA ever contacted you to make a game? It would kind of make sense.
JM:
No, but the weirdest request I've ever had in making games was when I
was once offered by a research place in Wales to develop video games
for sheep. I guess it was some study into the cognitive abilities of
sheep. I couldn't take it up because I was busy with other stuff, but I
was genuinely asked to make video games for sheep.
GS: Did you have any ideas about it?
JM: I think we were going to see what kind of interface we would have for it first!
GS: Hoof-based controllers?
JM: "Avoid the barking dog!"