Q:
Is "Exile" a commercial project?
Gidd: The demo and Campaign1 are Free to play,
with the Full Subscription costing just £5 (approx 9 US Dollars).
This is a one-off fee and goes towards server costs and giving
us a little bit of an incentive to carry on developing the game
:) We see the subscription as a compulsory donation rather than
a pay to play thing, that is why it is so low and why we don’t
charge per month or per year… its just once per player.
Q: A free demo is available online. What players
need to do to play the full game?
Gidd: Campaign one is Free to play and all players
need to do is Register some brief details to play – username,
password and email address. We don’t even validate the email
address as we just use it to keep players up to date with the game.
Martz: We ask people to register as all progress
is saved on a personal, level by level basis. On registering, users
are simply setting up their own personal characters to use throughout
the game.
Q: Can you name some of the games or other sources
that inspired you for "Exile - The Game"?
Gidd: Good question :) Although I am a big fantasy
novel fan (David Gemmell, Terry Pratchett) and RPG fan, I don’t
really like modern games. I think newer games are too in-depth
and too complicated. If you break any game down you come to a basic
concept e.g. RPG, shoot-em-up, beat-em-up, puzzle… whatever.
I am a big fan of older games such as Gauntlet and I think Gauntlet
was probably a main influence to the game. I was also strongly
influenced by the Games Workshop games and especially the Warhammer
series.
Martz: As we first set out Gauntlet was high
in our minds, hence the top down viewpoint. Gidd was the instigator
in slowing the game down a bit from the hectic, huge number of
monsters in Gauntlet and taking on much more of an RPG role.
Q: What about the artworks? Did you use bitmaps,
vector art or both of them?
Gidd: Firstly let me give credit to Joe Ketter
of Creative Pen and Mouse in Florida – www.creativepenandmouse.com.
He was responsible for the character sketches we used on the intros
and through the site. Everything else I did in either Flash or
Photoshop. The levels, objects, furniture etc. were designed and
put together in Photoshop, with the whole thing being built in
flash. The only Vector graphics used really worth mentioning are
the Hero characters. This is because we scale them depending on
the room they are in, and we didn’t want to lose image quality.
For example if you had a closed room indoors you would want to
zoom in close and get a lot of detail, if you are in a forest scene
you want to zoom out a lot giving more viewing potential.
Martz: We started using Vector graphics for all
of the on-screen characters, including the monsters but unfortunately
this slowed the game down far too much. We decided to change the
monsters to jpeg’s but keep the heroes as Vectors to keep
the sharpness in the character. (listen to me talking about graphics
and sounding like I know what I’m talking about, I’m
sure Gidd will correct me if I’m wrong!)
Q: Can you tell us a bit about the game story
and its characters ?
Gidd: The story comes complete from our own little
warped minds, with influences from David Gemmell’s Drenai
novel series, the Games Workshop Warhammer series, Lord of the
Rings (naturally) etc. Character names in the majority were taken
from David Gemmell’s books (of which I highly recommend).
Gidd: Also, RPG’s have specific unwritten
rules… you generally have 4 characters: a wizard type, a
fighter, a rogue, and a dwarf (or something like that). We kept
to them loosely but up’d it to 6 characters to begin with.
We gave them historical storylines, and all characters fit into
the game somehow. We chose a fighter (sword) and an archer (elf)
to depict long range and short range combat situations to begin
with. I don’t want to give too much away but the other characters
all have their own advantages and disadvantages in later stages
e.g. different levels will be more easily completable with certain
characters than others. This encourages players to use more than
one character increasing their overall score.
Gidd: Also, you begin the game with just 2 characters.
The others are built into the storyline and unlocked as the story
evolves.
Q: How did you create the game levels? Do you
use an editor?
Gidd: The graphics were mainly done in photoshop
and then imported into Flash. We tailored our own system to do
the levels as we weren’t positive where we wanted to take
the game in the future. This way we can do what we want.
Martz: We don’t have a level editor, we
created a template file that has all of the core workings of a
level and we tailor each one individually. This, as Gidd says,
is because we don’t want the levels to be the same. We are
planning to constantly evolve the game and puzzles for each campaign.
Q: What version of Flash was used to develop
Exile?
Gidd: We are still on Flash MX I’m afraid
and publishing in Flash 6. I have always thought that if something
can be done as well in a previous version of flash it should be.
Q: Did you use Actionscript 1 or 2.0? Which
one do you prefer/use?
Martz: Exile is built in Actionscript 1.0. As
this is my first foray into actionscript I decided that the hill
to climb for 1.0 wasn’t as steep as 2.0 and from what I
hear the benefits of 2.0 are not significant enough at this stage
as to make it the must use choice. On saying that, now that I
am more flash aware, I would like to look into AS 2.0 for future
projects to find out what the real benefits are.
Q: What were the limitations (if any) you had
to face during the development and how did you solve them?
Gidd: Time LOL. We have recently got it down
to a 2 week period for 1 Campaign. Apart from that our only major
problem was that we couldn’t have a mass of monsters like
you had in gauntlet without compromising on quality. We drew a
line under about 4 or 5 monsters per room before it started to
slow down on slower machines.
Q: What are the system requirements for "Exile"?
Gidd: Exile is currently tested on an I-mac G4 1.25 Ghz, and a
PC Celeron 2.4Ghz. We reckon a PC with a 1Ghz processor copes nicely
though. Also, due to the large rastered files used for each of
the rooms in the game, and we don’t comprimise on quality,
we recommend a player has a broadband connection. Each level is
coming in at about 1.5Mb.
Q: How did you fine tune the gameplay? Do you
have beta testers?
Gidd: In the beginning we had a lot of people
testing it around September but this was mainly due to gameplay
and what they thought of it. We put a lot of them into practice.
The main problem we found though was people compared it to other
PC games as opposed to online Flash Games. This was a major compliment,
but we are still confined by the realms of Flash.
Gidd: We have also given out a few free accounts
to early players who have registered with us from the start, in
return for their constant feedback to help improve the game.
Q: Talking about sound production we've noticed
those moody soundtracks during the game, who composed them?
Gidd: Ha ha! That is the quality work of Justin
Durban of Edgen in the States – www.edgen.com He has been
really helpful in providing soundtracks for the games as well as
letting us use one of his commercial pieces for the website. I
highly recommend anyone who like the music to listen to his music
on his site. He also has 2 CD’s for sale on there (I bought
them both :)
Q: The Flash player speed was recently enhanced
with version 7. Do you think its performance is enough for games?
Gidd: I think it’s getting better definitely.
They seemed to have fine tuned it, and made it more strict (e.g.
AS2 lowercase / uppercase thing). But I also think you really need
to build something from scratch in it to benefit fully.
Gidd: Regards the player I can’t really
comment on Flash 6 files or whatever. I’m on a Mac and flash
plays pants STILL on them. Not as good as Pc’s.
Martz: As has been said a couple of times, we
have hit problems with the game slowing down if we have too much
character movement on the screen. I have not tested the performance
difference between player 6 and player 7 in this case, but I hope
that player 8 can help us out!
Q: Flash player 6 still seems to be the most
popular player around. Do you think games should be compiled for
that player in order to be backward compatible?
Gidd: I think it helps, but I would hope that
most people who play online games would always have the latest
plug-ins.
Martz: Exile is compiled for Player 6, but obviously
we recommend 7
Q: What do you see in the future of the web gaming
market ?
Gidd: I see it being split into 2 main areas:
Gidd: I have recently been playing the beta test
of World Of Warcraft on the US servers. The game is awesome. I
cannot see it getting beaten by anyone else as long as it is continuously
developed. The downside to these types of games is that they cost
a lot (£25 to buy, plus $15 per month). They also take a
LOT of time to learn and take a LOT of time to play. I read a while
back about this guy in Korea who died at his desk after playing
an MMORPG for 3 days straight. Stupid.
Gidd: On the other side I see Flash and shockwave
and other plug-ins uniting somewhere. I don’t really like
shockwave, as to utilise its full power you really need to look
into 3D packages etc. I like flash, I like the interface, and I
think sometimes simple is sometimes best (like Gauntlet). This
will enable Exile and other future games like it to target the
type of audience who don’t want to spend £150 per year
on a video game, who want to just play a game for 30 minutes on
their lunch break, but continue a game, rather than playing a 5
minute puzzle game. That is what Exile does… we aimed it
at people being able to play 1 level per day on their lunch break
:)
Q: Can you unveil some of your future projects?
Gidd: At the moment we just have Exile on our
mind. However by that I mean Exile The BRAND. We want to look into
other sub-games e.g. Exile online Card games (like Top Trumps)
etc.
Gidd: We will also undoubtedly develop Exile
into a Multi-user platform, enabling everyone to log onto the server
and play at the same time. You will still have your own missions
and have monsters to fight, but you will be able to band together
and help each other, or even fight each other. The game will move
more into a less structured platform, allowing players to CHOOSE
what they want to do next.
Martz: Yeah, the next big thing is multiplayer.
We are still at a very early stage in thinking about that one but
already its exciting, watch this space!
Q: And now for the last, inevitable question:
what would you expect from the next version of Flash ? Any wishlist
?
Gidd: Primarily I would like to see all the previous
Mac problems fixed… both the player and interface run slower
on a Mac than on a PC, and im sure any designer will agree. Some
other little thing like improved AI on shape tweening (nothing
major)
Martz: The main aspect that I would benefit from is more direct database access
with some form of SQL coding built into Flash. This would allow me to keep
all of my coding in the flash file instead of having to call external pages.
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