Q. Why did you get involved in game development?
Video games have been a passion of mine since I was a child. I remember almost everygame I played on the atari 2600. Asteroids, pac-man, night driver, kangaroo, theres so many more I can't even think about all of them at the moment. I just wish I knew back then that I wanted to get into the game making buisness.
Q. What is your primary strength that you add to the team?
I would say my primary strength would be simple graphics at the moment, I'm learning as I go, so it will be a challange at first. Once I get all the tools under my belt everything will come naturally for me.
Q. What is the most difficult part of creating a new game?
The learning curve for one, and due to the fact that Kobus and I are somewhat of a distance a way from each other. It makes it difficult to work side by side and trade off and exchange ideas instantaniously opposed to waiting a couple hours or even a couple days to get a responce. Learning all the new tools that are at our disposal has to be the second most difficult part. Ive been using MS Paint ever since I was a child, making little pictures and characters pixel by pixel. I figured if it was good enough for me to play with then, its good enough for me to start making games with. Trying to learn all the new tools will be an adventure for me, its nothing like playing with pixels... more like taking a ball and turning it into a christmas tree, after a while something magical happens.
Q. Why do a game like Blox of Doom that has been done millions of times?
The simplicity of it. For Kobus its a learning experience in the programing area as for me its a learning experience in the graphics area. There is always something you can add or take away from a game like this, various play modes, alternative ways to display graphics, its just a way to get your feet wet, then once you're ready jump in head first and see where it all takes you.
Q. What do you think is the role of independent game developers like yourself in today's market?
Without independent game developers you don't have anything new and fresh to look forward to. Most big game companys tend to re-release their older workings and say they're giving you something new, but all they really did was give you the same game they gave you 2 years ago, updated the graphics, tossed in a couple new weapons and added in loopholes into the stories to make you think it was ment to be written that way. I guess what I'm saying is the role of independent game developers is to bring new set of rules to the table as far as game writing and development goes.
Q. What goals do you have in mind for future games from groundupgames and this website?
I have a few ideas in mind... but at the moment I must contain those just as I
must contain my giddyness!
I'll post up a blog every now and then and release some details on what were working on just to keep a buzz going.
And thanks for reading, it means a lot!
Many of the other game ideas are under active discussion and even future projects that will go beyond the shallow waters of game development have flared up. Be sure to read the Projects section where these future games and their evolution are discussed in more details...
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