![]() GS: Have you checked out any of the other IGF games? Which ones are you particularly impressed with, and why? Out there, except maybe for the target market. Steam, I don't see the big difference compared to many of the portals Indies, simply because of the large costs of the required SDKs and theįact you need the blessing of the console manufacturer. Having said that, console distribution is still a major roadblock to I don't think it is necessarily a better distribution method, but it isĭefinitely a nice extension of the possibilities available to indies. Like Steam? Is that a better distribution method than physical CDs or Xbox 360 (for digital download) or on digital distribution services What do you think of the concept of indie games on consoles such as the Indie developers areĪlso becoming much better at polishing the look and feel of their The borders of technical achievements for indies. GS: What do you think of the state of independent development? Improving? Changing for the worse or the better? It took quite some time before we finally decided toĭo Tribal Trouble instead of other much larger projects. Workload of developing a game, and therefore setting way too big goals The dumbest thing we did was the classic mistake of underestimating the This has made it much easier to find bugs and much easier for our Timesaver is our ingame bugreporter which can send us the entireĮventlog of a game, enabling us to accurately replay a game session. Support, it has surely paid off and will pay off even more in future Use hardware accelerated OpenGL, but with Java being much easier andįaster to develop in than C/C++ and the out-of-the-box crossplatform We had to spend a lot of time perfecting LWJGL to be able to The smartest thing was without a doubt chosing java as a development What was the smartest thing you did to speed development of your title,Īnd the dumbest thing you (collectively!) did which hindered A lot of the time also went to the development of the Lightweight Java Game Library (). We have spent about 2 years on developing Tribal Trouble, plus a little extra time spent on other unfinished products, where code has been reused in Tribal Trouble. A couple of years ago we then started working on Tribal Trouble, and founded the company last year. ![]() 5 years ago we started to toy with the idea ofĪctually living off games and began playing a bit with demo effects and Oddlabs consists ofĤ computer science students who have always had the dream of becoming We really have no background in the game industry. ![]() Tell us a bit about your background in the game industry, when yourĭeveloper was founded, your location, your previously developed games? In this exclusive interview, Nielsen discusses with Gamasutra the development of Tribal Trouble, Oddlabs' use of the Lightweight Java Game Library toolset, and the future of the developer. Tribal clashes rage across a group of tropical islands." (be it Vikings or Natives) to new discoveries and victories as the Your job is to lead your somewhat clueless kinsmen Strategy game where you will find yourself pitted against your computer Is, according to Oddlabs' official description, "a fast paced realtime Continuing our 'Road To The IGF' feature, profiling and interviewing each of the finalists in the 2006 Independent Games Festival main competition, today's interview is with Sune Nielsen of Oddlabs, developer of Tribal Trouble.
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