- Did you
develop tools for editing the game maps ?
<am> The tilemaps (bit-maps) are created with tilemappy
(http://www.tilemap.co.uk/mappy.php).
The problem was/is, that tilemappy is programmed for grafical tilemaps.
We are still looking for a better solution. The cuepoints and the
cameratracking are solved with blind movieclips.
Sometime Flash itself is the best editor you can have.
- What about sound fx and music? Did you use sound libraries
or did you also produce some of the fx/music ?
<am> We work closely with our music-producer
Ralf Noetzel from duesseldorf. At Fastfroots most sounds and music
are made by him with reason from propellerheads. It's a great tool!
If Flash would have similar performance to reason, we could create
what things not :p
- How
many people worked on this project and how much time did it
take ?
<extrajetzt> We developed 6 weeks with
2 programmers and 1 designer. It was our first racing game, most
of the time we figured out how we can do it, how we can reach the
best result in performance and look and feel.
- What were the difficulties (if any) that you had to
overcome during the development ?
<am> Tons of ideas was dropped in the time,
cause in Flash it's always the fight of performance.performance.
performance. So, if there was a point, which took time, it only
was performance :o) The most beautyfull feature that is missing
in fastfroots is the night and fog driving. We had a version, were
you could drive into fog/night and leave it behind.
- Working with Flash for games can sometimes be painful because
of actionscript performance. Did you sacrifice any feature for
the sake of speed and performance ?
<am> Yes, and there comes more and more. OOP does not mean
to bisect the performance. A lot of tricks and using local variables
mostly can get the speed back, but it's allways critical. The basic
thing is that an optimized script is nearly unreadable.
- Tell us a bit about your company, when did it all started ?
<extrajetzt> We started at the end of 2002.
We all were employed in the same company and decided to get out
of there to make our own stuff.
- What were the first games you worked on ?
<am> It was www.tag-der-arbeit.extrajetzt.de.
Our hometown berlin in germany has an annual ritual of violent
political conflict at the first of may. We decided to create a
game what is dealing with that political situation to finaly give
it a sense, haha.
- Have you or your company ever considered the opportunity of
trying other tools for game developement such as shockwave, java
etc ... ?
<am> If any tool has similar features as flash (timeline,MovieClips,
etc) and is more performant and has an easy playerdownload, i would
switch immedialty. But of course there isn't. I think making good
projects is to have full access to the feature and mindset of a
tool. And this isn't to get in a few weeks. We will wait and watch
the market. Flash isn't the end. It's a start :o)
<cm> In my opinion by now flash is the best tool to combine
graphic and programming. AS is a very young language but already
very powerfull. In future, i can imagine that macromedia forces
the development process in direction to .NET language scheme. If
so we do not need to switch but we could combine different languages
and tools. I am looking forward on that.
- A new version of Flash is out right now, and it seems it is
not introducing many new features for us game developers ... Did
you expect more features ? Any whishlist ?
<am> performance is my highest wish, then
3d supporting MovieClips, loading exported symbols from a swf and
attach them anywhere. more sound channels, more sound controlls
(pitching,soft sequencer), and much much more.
<cm> I want a new EDITOR. The flash editor
is horrible. I go that far to say it is not even an editor it is
a kind of notepad or whatever.
- Can you unveil some of your future projects ?
<am> stay tuned. We don't talk about projects
untill we released them :o)
for your information, extrajetzt are:
am - andre michelle
cm - carsten müller
dr - david rowald
|