|
Continuing our series of Developer Interviews, today we have Craig Forrester the creator of Johnny Platform's Biscuit Romp answering some questions for us about his game. Thanks for taking time for us Mr. Forrester.
Question: How did the idea for Johnny Platform's Biscuit Romp come about? Craig Forrester: The main aim was just to create a fun retro style game, nothing too complex or challenging to make. Robots seemed like a traditional generic platformer enemy and I think the biscuits bit was inspired by some bourbons I had lying around at the time. The name Johnny Platform suits the character I think 'cause he's just a guy who platforms. Question: Could you describe Johnny Platform's Biscuit Romp for anyone who hasn't played it?
Craig Forrester: It's an easy to pick up puzzle-platformer, where each single-screen level involves killing all of the evil robots to open the exit door, or sometimes the challenge lies in just getting to the exit. You have to push cakes around to reach new places and make good use of crumbly biscuit platforms. The main twist is that in some levels the screen wraps around from left-right and top-bottom, so you have to think a bit differently than normal to solve puzzles. The game starts off super easy but by the end it should prove a decent challenge for anyone. Question: How large was the team that created Johnny Platform's Biscuit Romp and how long did it take to develop?
Craig Forrester: It's mostly just made by me, and took about a week to create the original Nintendo DS version, then another week to port it over to XNA. A couple of other people helped out, Tom Chambers did Johnny's voice and James O'Hare did some of the sprites and the robot voices. Question: Why did you decide to bring it to Xbox Live's Community Games from the DS?
Craig Forrester: I wanted to make something for XNA for quite a while but university work got in the way of that. I had a week available just before christmas though and Tom suggested I should port Johnny Platform to XNA as a quick project and I couldn't really resist. Turns out it was well worth doing! Question: Was it difficult to develop and release an XNA Community Game?
Craig Forrester: Not really, since XNA is designed to be very programmer-friendly. All of the process for setting XNA up and submitting the game at the end is easy too, so I have no complaints really. It also helps that it's a really simple game so I was less likely to run into any troubles. Question: Looking back on Johnny Platform's Biscuit Romp what are the things that you are most proud of?
Craig Forrester: I was really pleased with how the different elements of the game allowed for quite a wide variety of levels and puzzles, which was more luck than a solid initial design, since I just added things as I thought of them. Question: Was there anything you were hoping to get into Johnny Platform's Biscuit Romp that did not make it?
Craig Forrester: There are no major gameplay features missing as it was made as a really simple game from the start. I could have made improvements in the area of tutorials, general polishing of menus and things like that, but I really didn't want to spend a massive amount of time on the game due to wanting to finish it before going home for christmas. I still think it stands up as a pretty solidly made game anyhow. Question: Now that Johnny Platform's Biscuit Romp has released are you planning another XNA game?
Craig Forrester: Definitely in the future. I've started getting a general 2D engine going, which I will hopefully get to make a few games out of. I'm really eager to get working on stuff but for now I have to concentrate on graduating university. Question: Can you give us some hints or tips for Johnny Platform's Biscuit Romp?
Craig Forrester: Hmm, the main thing to bear in mind I think is not to rush the double jumps or you won't get enough distance from your jumps. Also thinking before pushing stuff usually comes in handy. Thanks for the interview!
|