Formspring Q&A

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NALGames
NALGames
http://www.formspring.me/NALGames
http://www.formspring.me

383767946448619812
Fri, 19 Oct 2012 19:56:48 -0400

251497356762026801
Thu, 20 Oct 2011 20:00:42 -0400

<![CDATA[As a kid I always wanted to be a video game developer (odd aspiration, I know, but I still remember doing stuff like drawing out things like my own Spyro the Dragon levels and my own developments – one or two of which I actually ended up making!)

Somewhere along this line, I’d estimate around six years of age, I put these concepted, daydreamed "games" under its own alias. That alias was "Nal". I’m not sure nowadays where it originated, though I seem to vaguely recall it may have been the first letters of me and two of my friends at the time. I’m the A, Andrew – I don’t know who the others could have been, though at six I knew someone called Nathan (not sure about the L – a Laura, or something?)

Anyway, fast forward a bit to Year 8 at school – about 12 years old. I’d been using GameMaker for around a year. As part of a decorated Geography essay we were branding it under a pretend name. I thought back to the "Nal" name, which for some reason had stuck, but wanted it to stand for something again. After several dodgy and/or long solutions I came up with the succinct "Not A Lot". Shortened to one word, "Notalot", that became the Geography project alias.

Eventually, the (previously unnamed or simply named as per my actual name) games I made were put under this Notalot alias.

Towards the end of 2006, I kind of wanted a new alias to go under. I was tired of Notalot and its commonness. After a few days of hating everything I could conjure up, I just shortened it to NAL and called it a day.

And I’ve been NAL ever since!]]>
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<![CDATA[So we'll all be using ChromeOS? 😛 I think cloud computing MAY be the way forward IF the technology keeps increasing as it is currently. While it has some distinct disadvantages (namely reliability/availability), it also has advantages.

I’ve never been a huge fan of the idea though. I can just see it naturally taking over.]]>
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Thu, 31 Mar 2011 20:52:59 -0400

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Wed, 30 Mar 2011 19:19:24 -0400

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Wed, 30 Mar 2011 18:47:06 -0400

<![CDATA[I've not said anything about not complaining about YoYo Games O.o As I thought was both public and perfectly clear, I am a developer and a developer only for the company – I don't publicise my opinions on anything the company does and I certainly don't speak to non-employees on a representative level.

I presume you’re talking about Mike’s comments on GMC/Twitter/etc about how people should not complain. In my non-official, non-professional opinion, he was *not* telling people to keep constructive criticism to themselves. People on GMC and Twitter seem to have a tendency to just whine about things (take 95% of all general chat GMC topics, which after about five posts break into yet another needless argument). This helps nobody.

What Mike most likely DOES want is non-whiny, constructive criticism which he can use to improve GM. This does help people – Mike would be able to perform the improvements quickly, which in turn means regular GM users like me GET these improvements quickly. This is at least the vibe I’ve always got from anything he’s said – no tolerance for bullshit, always welcoming to polite people with genuine gripes.

Again, this is unofficial speculation and is no way tied with my job with the company. Take it as you would like.]]>
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Wed, 30 Mar 2011 10:34:25 -0400

<![CDATA[Oh gawd, there's going to be tons of improvements. Off the top of my head:

I3 had 30 levels and three modes, essentially 90 variants. I4 has 75 levels and five modes, for 375 variants – over four times the potential gameplay.

I4 has vastly improved graphics and will allow for options with graphics, so you can tailor its look to your own taste.

It’ll have a level editor, and if all goes as planned a nice fully functioning website where you can share your levels with others and download and play theirs, perhaps also with ratings systems and popularity rankings.

The saving system will be hugely improved. I3 essentially uses savestates. These break if the game gets updated, and sometimes just break for the heck of it. I4 will use proper data-writing files with security measures to prevent altering stats – not only is this more reliable, it means updates can be downloaded with no adverse effects. It should also mean the save files are smaller.

I’ve spent a lot more time with the levels of I4 than I3. I feel that it’s a much more well-designed game in general – there are less sections where you think "That was the game’s fault, not mine" and hopefully more where you go "That was kinda cool" or "Nice idea!".

And lastly, I’m going to be polishing the balls off Innoquous 4. 3 was (and in my opinion still is) the best game I’ve made so far – but I was in an excited rush to get it out and missed out on some nice finishing touches I could have applied. I’ve learnt my lesson. I4 isn’t being released until I can sit it on a table and teach it how to say "Fuck you, madnessMADNESSmadness".]]>
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Wed, 30 Mar 2011 09:06:04 -0400

<![CDATA[A lot of what I do is either accidental or just me with nothing set in my mind tweaking and playing with things until something looks cool. For instance, madnessMADNESSmadness' original plan was to look a little like you were trying to ascend the outside of a cylinder with platforms all around the outside. At the time I was incapable of producing the effect in a short period of time (it was for a week-long development contest), so I fiddled and ended up with mMm's style – probably the best thing my inabilities have ever spawned! The wall was always planned, though.

You can bet your ass that any short arcade game (Infinite Sporadic, FKR1-5, EverScrollingHue/Two, Acid R[ai/eig]n – the list goes on) was not a planned style of gameplay – it just came about messing about with engines and graphical styles until something turns a bit fun. This is the reason I’ve dropped a lot of things I would have loved to finish, two of these being called "Black Holes Suck" and "NeonX".

Only a few games have really been planned properly – these are mainly the bigger games. Innoquous always had a set goal, which was to make a smooth, nice version of all the gravity changing games you see that have non-rotating cameras and, for the most part, are awkward to play. Of course, it’s evolved from a little engine project into both my biggest game to date (3) AND my biggest WIP to date (4).

The Ne Touchez Pas series started as a homage to the excellent Flywrench by Mark Essen. Though I loved the game I wasn’t a massive fan of the complexity, so the idea was to (without coming too close to FW) make a difficult, simple flying game. Another evolver, it ended up as a big game with multiple characters and ways of playing.

Then there’s the likes of SohoPogoHo, which had in-my-mind-solid plans, but unfortunately didn’t live up to what I wanted. I released it anyway, but I’m sure it could have been better.]]>
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Thu, 24 Mar 2011 21:54:13 -0400

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<![CDATA[Independently, my full attention is focused on Innoquous 4. I'm more motivated than I've ever been to work on it and I'm making a lot of progress – it'll be (as far as I'm concerned, each to their own opinions) the best, longest and technically best thing I've done. Certainly the longest development time.

Can’t reveal what I’m working on at YYG though, I’m afraid.]]>
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Fri, 11 Mar 2011 13:19:07 -0500

<![CDATA[There's genuinely not been anything I've properly, 100% regretted. In particular, expensive stuff has always proven useful – the iPad is integrated into my life now and the collective £700 I've spent on my two PS3s was money well spent (convenient, four years and counting of solid, amazing gaming, funky, plenty of other words!)

The two wastes of money I can think of are both in the same vein – my Wii, and my PlayStation Move. The Wii cost me £100, then an extra £80 or so to get some games for it – SMG 1 and 2, SSBB, Madworld, LoZ: Twilight Princess etc. I finished SSBB, played a couple levels of Madworld, and got about 2/3 through Galaxy 1. 2 I hardly touched and Twilight Princess I just didn’t like – felt sub-PS2 era. (Nothing against Zelda, I love Windwaker on GC and Minish Cap on GBA.) In general, I just don’t find the console that fun.

PS Move is more a problem with the games. I got two Move controllers and a navigation one so I had the entire kit for single player games and limited kit for two-player. But the games I got are balls, and I did get several. Sports Champions is a crap version of Wii Sports (the included sports are obscure and/or less fun than the Wii version). Resi Evil 5 is unplayable with Move. Heavy Rain was great but there were few moments Move actually added to the experience (though those moments, when they appeared, were welcome and great). EyePet works but isn’t that fun. And games like Echochrome II and Tumble are fun… for ten minutes. The system cost me as much, if not more, than the Wii, yet it did next to nothing for my interest. The only thing that may redeem it is Move Heroes (or whatever its name is), the game that gets Ratchet & Clank, Jak & Daxter and Sly & Bentley together in one game. PS Move could kill it, or it could be fantastic.]]>
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Thu, 10 Mar 2011 20:16:18 -0500

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<![CDATA[Yeah, it's the main reason I bought my iPad! I have an iPod Touch too which I was able to use for playing the iPhone versions of games, but Mike, Russell and Stuart all had iPads which I was able to try games like Maddening on and it just felt nicer, so I went "f*** it" and bought one.

Once my BlackBerry’s contract is over and I can get shot of the thing, I’ll either get an iPhone 5 (which should be out by then) or an Xperia Play PlayStation phone slash Android. Either way, I’ll have another way of playing YYG-published games. :P]]>
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<![CDATA[Without a shadow of doubt, Innoquous 3. It's flawed, definitely. It contains a lot of stupid code-side things, yep. And it's very basic looking. But it was the better part of two months of my life making it, something I've not come close to before (NTP3 was the nearest to I3, but even that was only a week or so). I'm beginning to hit the same stride with Innoquous 4 as I did with 3, and it's long taken over I3 in production time already, about 25% into making it.

I have respect for madnessMADNESSmadness, being the underdog-ish game that ran away and gained more attention than anything else I’ve done, but as a game I don’t like it very much.]]>
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Wed, 09 Mar 2011 18:57:18 -0500

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Sat, 05 Mar 2011 19:00:14 -0500

<![CDATA[Multiple sources. I used to use http://opsound.org all the time, though that's less common now as I ran it dry. I've used http://freemusicarchive.org a couple of times, perhaps most notably finding Covox's music for madnessMADNESSmadness there. But my absolute favourite, the one I use nigh on all the time now, is http://www.soundclick.com/default.cfm. You need to register (for free) to download music but it is very, very worth it. Huge archive, quality music, good clear terms of use for each piece – http://www.soundclick.com/business/license_list.cfm (change Commercial License dropdown to Creative Commons) is where this all is.

Added to other people’s, I will rarely compose a game’s music myself with FL Studio 9. Three examples of this would be Corners Kill, EverScrollingHue and Atmos Quake Remake.]]>
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