nterview: Codeglue Talks Rockets and Rotterdam
Mon, 2008-07-21 19:08 LunarDuality
IMG_1482 8-bit junkies rejoice! There are some feisty developers toiling away in Rotterdam that found inspiration where you found an obsession. Codeglue is betting that their brothers and sisters in (pixelated) arms will enjoy the 2D-styling of their upcoming Rocket Riot. However, simple 8-bit inspiration cannot blunt the challenge of building a next-gen worthy product. Lucky for us, they feel up to the task and are nearing the completion of the game.
I got a chance to pick the brains of a few members of the Codeglue collective to get some perspective on their history, their game, their process, and most importantly Rocket Riot's invisible ninjas.
Read on to learn more and check out more snaps of Codeglue's base of operations.
XBLArcade's LunarDuality: First, go ahead and introduce yourselves and how you fit into the Codeglue puzzle.
Peter de Jong: My name is Peter de Jong, CEO of Codeglue and I'm responsible for the production of the game.
Sander van der Vegte: My name is Sander van der Vegte, I was hired as the lead designer for Rocket Riot and I'm responsible for the overall design of the game.
Maurice Sibrandi: My name is Maurice Sibrandi, CTO of Codeglue and active as a technical director on this project.
LD: In general, Rocket Riot has a Worms meets Super Paper Mario look and feel -- from the digitized announcer voice to the 8-bit style pixelated environments. What attracted you to this style to present the game and what do you like most about the pseudo-3D presentation?
Peter: The reason the style attracted us so much is that we are big fans of old-school 2D games. Most of us played our first games on a Commodore 64, an Amiga or on a (S)NES system. The trick for us was to get that very accessible old school game feel while at the same time giving the user a next-gen game experience. We feel like we have achieved a good balance between these two with Rocket Riot.
IMG_1472 LD: What other games on the market inspired and informed the design and development of your game?
Sander: There is one game that I drew some inspiration from for Rocket Riot, and that is a game called BreakQuest, but in the end the designing of the game really was an organic process. Our only goal before we started this project was that we wanted to create a frantic multiplayer shooter. Not until we had a rudimentary prototype where you could fly around and destroy the landscape, the real potential and the numerous possibilities became clear to us. After having the prototype we came up with all the different game modes and it was not until then that we started to add gameplay elements like power-ups and power-downs.
LD: Why the name change from Jetpack Junkies to Rocket Riot? Was that a publisher decision? Was the similarity to Jetpac Refueled a consideration?
Peter: The main reason why we changed the name from Jetpack Junkies to Rocket Riot is that the first name didn't advertise the multiplayer aspects of the game very well. We feel the single player mode of Rocket Riot is entertaining and a great training mechanism, but the multiplayer games modes is where this game shines. The name change is something both Codeglue and THQ agreed on in an early stage of the project.
LD: Any plans for downloadable content for the game? Will it depend on user response or has it already been plotted out?
Maurice: Downloadable content for Rocket Riot is something we'd really love to do, because we think the game would be ideal for it. But, unfortunately DLC is something that isn't currently available in our set of tools.
LD: The most obvious of questions -- release date? TeamXbox lists the game for "August 2008" -- is that accurate and are you on target?
Peter: With our switch to XNA 2.0 the opportunity for a deeper multiplayer experience became more obvious in development so we have spent some extra time on that. We're going to be submitting for certification soon and after that the date will be determined.
IMG_1484 LD: You mentioned to me that Rocket Riot is being built with XNA 2.0. Did you have previous experience with 1.0? And if so, how has the platform improved and grown since its inception? Have you ever felt limited by XNA? How has it eased the burden of taking Rocket Riot from concept to finished product?
Maurice: Actually, yes, we do have quite some experience with the first version of XNA. We started out creating our prototype for Rocket Riot using Managed DirectX as we knew that this would be the basis for the then upcoming XNA framework. As soon as XNA 1.0 was released we migrated to this new platform. Later we migrated to XNA 2.0 during the development of the game. The biggest improvement in XNA 2.0 is the addition of multiplayer functionality of course. Rocket Riot is a multiplayer in its core, so this was a must have for us. We definitely had a lot of benefit from using XNA during the development of Rocket Riot. Especially the fact that XNA uses managed code was a big plus for us because it meant we didn't have to worry too much about memory leaks for instance. So overall we have been very happy with XNA as it has saved us some valuable development time.
LD: As a company you have quite a bit of experience with games for mobile phones. How was the transition to XBLA? How did your development philosophy struggle and succeed in the move?
Peter: Well, at the end of the the day we are talking about entertainment. Many of the lessons that we've learned in our history is certainly applicable on XBLA too. How do you balance core game mechanics? How do you make controls accessible? Familiar problems on any platform, we think. However it is a bit like driving a Ferrari.
LD: The environments appear fully destructible which allows players to (in theory) go anywhere and do anything within the context of a map. What kind of design and gameplay balancing challenges resulted from this player freedom? And were those challenges unique to either single player or multiplayer?
Peter: Since we built the game from the ground up with destructible environments in mind this actually gave us more gameplay possibilities than challenges. The ability to carve your own path into the environment added a layer of skill and tactics that basically worked for itself. A lot of the balancing of the game had to do with the various power-ups in the game. Because gravity plays an important role in this game, we had to use the power-ups to even the odds for all players.
LD: There are a multitude of twin-stick shooters out there on XBLA. What major feature differentiates Rocket Riot and how will it make it easy to part with my Microsoft Points?
Peter: One of the big differences is the skill based shooting and movement. While both are very accessible at their core, a good player will use the natural drift and moment of the movement a bit more efficiently, and a good marksmen will know how to properly arc a shot to be more dangerous at long distances. With the ability to carve your own path into the environment, Rocket Riot adds a layer of skill and depth that isn't available in some of the other offerings.
LD: With robots, pirates, zombies, and soldiers in the game do you feel worried about a possible ninja backlash (since they appear to have been left out)?
Peter: Ninjas are not left out of the game, we wouldn't dare! There are various ninjas present in the game, but the thing with ninjas is that they are so fast and stealthy that you can't see them.
IMG_1492 LD: How does your physical location in Rotterdam inform how you make games? Do you find a certain Dutch quality in your process and products?
Peter: Rotterdam is a great city to be in for us and for game development companies in general. The city is actively promoting and helping the creative sector and especially the game industry to a higher level. Rotterdam is also a very modern and inspiring city with a lot of unique and daring architecture. It definitely feels right for a company as ours to be located in such a vibrant city.
The Netherlands has a large creative industry and has always been famous for their industrial design. So maybe there is a unique form of Dutch game design as well? Being located in such a creative country has helped us to find the right people to create games like Rocket Riot.
LD: As a follow up, do you feel that you have to cater to the European, North American, and Asian markets in different ways?
Peter: I think for the most part there hasn't been much consideration for the different territories. Really any area that old 8-bit games had success in should find something familiar in Rocket Riot. It's part of the reason that the story components are very light, the arcade action will speak for itself, just like the classics.
LD: Where does the name Codeglue come from?
Maurice: The name Codeglue really had no meaning originally. Really just a couple of programmers that were looking for a company name. Now, I think we've built a brand over the last 8 years and consumers know when they pick up a game developed by Codeglue, whether it's a licensed product or one of our original IP's, that they can expect a quality experience.IMG_1479
LD: Thanks for the interview, anything else you'd like to share with the readers?
Peter: You can expect Rocket Riot to hop on other platforms as well, because we feel that the game would be a good fit for other platforms on the market today as well. And of course, everybody who loves a good multiplayer riot should definitely buy this game when it is released.