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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.

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