Issue 4 PDF - Downloads at abime.net
Issue 4 PDF - Downloads at abime.net
Issue 4 PDF - Downloads at abime.net
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apov 4<br />
20<br />
reviews<br />
INTERVIEW: ANDREW BAILEY<br />
So I rushed out and bought a copy of<br />
Quarterback and a load of floppy disks.<br />
Wh<strong>at</strong> brought you to Palace Software?<br />
Firebird knocked back our submission of<br />
Dragon's Bre<strong>at</strong>h, I'm guessing the company's<br />
de<strong>at</strong>h knell was already being heard around<br />
its offices. So I basically started ringing<br />
around companies I sourced from the computer<br />
mags. Palace bit first and off I went to<br />
London.<br />
Palace definitely had more cre<strong>at</strong>ive input<br />
than Firebird as a publisher, which of course<br />
was met with resistance <strong>at</strong> first, but was very<br />
mild to publisher involvement these days.<br />
Were you affected by the demise of Palace?<br />
Hard to say, as I was in Australia by then.<br />
More than likely there were royalties of mine<br />
th<strong>at</strong> went to pay bigger fish.<br />
When and how did you come up with the idea<br />
for DDrraaggoonn''ss BBrreea<strong>at</strong>thh??<br />
I think it slowly evolved. After the D&D<br />
inspired Druid games I really wanted to do a<br />
Dragon based game. So it started with the<br />
breeding section, the custom dragon concept.<br />
Then the map where the game would take<br />
place and then the spell system. Simon's art<br />
was inspir<strong>at</strong>ional; the baby dragon h<strong>at</strong>ching is<br />
still one of my favourite clips.<br />
Wh<strong>at</strong> sort of budget would it have taken to<br />
develop a game like DDrraaggoonn''ss BBrreea<strong>at</strong>thh??<br />
In a word, zero. Most of the game was written<br />
before it was presented to Palace, which<br />
meant it was developed for wh<strong>at</strong> some call<br />
'swe<strong>at</strong> equity'. It was done in spare time, I<br />
was <strong>at</strong> Uni, Simon <strong>at</strong> school and David worked<br />
nights.<br />
Did your development team g<strong>at</strong>her <strong>at</strong> a single<br />
loc<strong>at</strong>ion or did you work separ<strong>at</strong>ely?<br />
A bit of both :) David and I shared a fl<strong>at</strong> just<br />
outside of Guildford, while Simon still lived<br />
with his parents. It was in the days before the<br />
Inter<strong>net</strong> so art upd<strong>at</strong>es were done by regular<br />
car trips.<br />
Was "Outlaw" the name of your development<br />
team or a label for Palace?<br />
I really can't remember but I'm going for a<br />
Palace label. David and I already had an unincorpor<strong>at</strong>ed<br />
partnership by the name of<br />
'Digital Sonic and Chrome' so I don't see why<br />
we would have changed it.<br />
Which programming language did you use?<br />
Dragon's Bre<strong>at</strong>h was written in C, with a<br />
touch of assembler for the blitter routines.<br />
And it was quite horrible C as DB was only my<br />
second program in the language.<br />
Were you involved in the cre<strong>at</strong>ion of the<br />
elabor<strong>at</strong>e spell system with David Hanlon?<br />
David and I worked equally together on the<br />
spell system. It was one part of the game th<strong>at</strong><br />
could be worked out on paper first, r<strong>at</strong>her<br />
than tweaking code variables, like the village<br />
simul<strong>at</strong>ion. So non-programmers could really<br />
get in to this.<br />
Wh<strong>at</strong> was the reasoning behind the inclusion<br />
of the flying dragon shoot-'em-up section?<br />
The arcade section of the game realised the<br />
final fantasy of actually flying your dragons<br />
you had raised from an egg. And it also acted<br />
as another way to change the st<strong>at</strong>s of your<br />
dragon. If I were writing/designing the game<br />
twenty years on, however, I would probably<br />
drop it, as it was a bit unbalanced in the feel<br />
of the game. Or <strong>at</strong> least integr<strong>at</strong>e arcade<br />
action more seamlessly (see last question).<br />
Which elements of DDrraaggoonn''ss BBrreea<strong>at</strong>thh are you<br />
most and least happy with?<br />
The spell system is the part most people mention<br />
when people talk to me about Dragon's<br />
Bre<strong>at</strong>h, so I am very happy with th<strong>at</strong>. Least<br />
happy would have to be the end-play of the<br />
game. Once you were all powered up with<br />
eight dragons the game-play resorted to a<br />
form of 'deal or no deal' as you searched for<br />
the talisman. It really needed some random<br />
events to hurt your dragons or income to provide<br />
more challenge. Or some way to reduce<br />
the gaming area to increase opposing dragon<br />
clashes.<br />
Why was the name changed to DDrraaggoonn LLoorrdd in<br />
the United St<strong>at</strong>es?<br />
Proctor and Gamble or Palmolive (one or the<br />
other) held the trademark on Dragons Bre<strong>at</strong>h<br />
in the St<strong>at</strong>es, for mouth wash. So Palace<br />
changed the name for the US release.<br />
A hidden message in DDrraaggoonn''ss BBrreea<strong>at</strong>thh finishes<br />
with "Yours, probably now down under, Bilbo<br />
Baggins." Coming from the UK, was there a<br />
significant difference in the gaming industry<br />
or opportunities in Australia?<br />
When I first came to Australia, it only going to<br />
be for a year (th<strong>at</strong> was over 19 years ago) and<br />
it was really only one company, Beam<br />
Software, in Melbourne here. They offered me<br />
a job just as I was looking for one <strong>at</strong> the end<br />
of Uni, so I thought a trip overseas would be<br />
cool. So the industry was much smaller than<br />
the UK but now it has grown to a fair size with<br />
many companies in Melbourne and Brisbane.<br />
Wh<strong>at</strong> was the origin of your company<br />
Tantalus?<br />
Tantalus was set up by four (ex)employees of<br />
Beam Software in 1993. One was in the st<strong>at</strong>es<br />
but he never came back and another lasted 9<br />
months before returning to his parents' farm.<br />
So Trevor and myself (the remaining founders)<br />
offered a partnership to another Beam<br />
employee and grew from there. The company's<br />
original name was 'Pacific Isle<br />
Entertainment' but soon realised th<strong>at</strong> was dull<br />
and changed to a Greek demi god. The company<br />
was sold a couple of years ago and is<br />
now owned by a media investment company.<br />
Does the development of handheld games on<br />
the DS or PSP hark back to the 16 bit era in<br />
any way?<br />
Not really, the DS and PSP are far more powerful<br />
machines, and the production of games<br />
for them is very different (read commercial).<br />
The nearest thing to development twenty<br />
years ago is probably writing for the iPhone. It<br />
is a pl<strong>at</strong>form th<strong>at</strong> does better with small<br />
teams 'in a bedroom' r<strong>at</strong>her than companies<br />
with business plans. It is also a 'swe<strong>at</strong> equity'<br />
type of development and the sort of thing a<br />
single person can do. However, the move of<br />
both DS and PSP into digital distribution may<br />
change th<strong>at</strong>.<br />
Would you consider reviving DDrraaggoonn''ss BBrreea<strong>at</strong>thh<br />
for the modern handheld market?<br />
I actually have on paper design for another<br />
Druid game with mass Golem action, and a<br />
re-design of Dragon's Bre<strong>at</strong>h to be in real<br />
time (r<strong>at</strong>her than turn based) and FPS viewpoint.<br />
However, I'm currently in the process of<br />
merging these two into a single game, which<br />
is Dragon's Bre<strong>at</strong>h based, but with a RTS<br />
viewpoint th<strong>at</strong> may go MMO. However, I can't<br />
work on these while I'm still working for<br />
Tantalus, the designs are just a hobby <strong>at</strong> the<br />
moment.