What kind of stuff did you do at gearbox and what made you decide to leave and make games on your own?
During my time at Gearbox, I was also working on some indie/hobby stuff on the side (notably You Have to Win the Game). At some point, that work began to turn into my primary interest, and this coincided with being financial stable enough to take on the risk of starting my own company and make that my full-time job. My brother David was in a similar position with his role at 2K Marin, so we both left our jobs around the same time and formed Minor Key Games.
Fun side note: from very, very early on, I've been planning to include the Wayfarer as a secret unlockable character in the roguelike Gunmetal Arcadia. It's too early to say for sure whether that will ship because of the balancing issues he might introduce, but I've had test content to support it for a while. http://i.imgur.com/CyU0lRj.gif
does "you have to win the game" take place in arcadia?
Will "you have to win the game" work for windows 8?
Any chance on multiplayer for Gunmetal Arcadia?
I do think it might be fun to do an arcade-y local multiplayer game someday, something in the vein of Towerfall or Samurai Gunn, but Gunmetal Arcadia isn't that game.
What languages are both of the Win The Game games written in?
Hey, I'm also an indie developer, I've really liked everything by you and Minor Key Games that I've played, and I was wondering what a few of your favorite coding languages are. -Teneven
which Console commands are available and how do i use them?
"quit" - Closes the game immediately. Same functionality as hitting the X on the window.
"clear" - Clears the console.
"set" - Sets configurable variables. Same functionality as editing the game's Config.ini except without having to restart the game. Format is "set variable value" or "set section variable value" for variables in a config section. E.g., "set audio musicvolume 0.4".
"reset" - Resets a configurable variable to its default value. Format is "reset variable" or "reset section variable" as above.
"show" - Displays the current value of a configurable variable. Format is "show variable" or "show section variable."
"listconfig" - Displays all configurable variables in a particular section. Format is "listconfig section."
"listconfigsections" - Displays all sections of configurable variables.
"listconfigdeltas" - Displays configurable variables that differ from the default value.
"setres" - Changes the window size or display resolution depending on whether the game is running windowed or fullscreen. Format is "setres widthxheight," e.g., "setres 1280x720."
"dumpstrings" - Exports the string table to a folder for translation. I've documented this process here: http://steamcommunity.com/app/310700/discussions/0/613937306626569922/
"dumpcontent" - Exports all game assets to a folder.
"slomo" - Adjusts time dilation, e.g. "slomo 0.5" to play at 50% speed.
"platformtests" - Displays information relevant to the current platform, including the path for storing local user game data (saves, config files, etc.).
I can't find any way to give you money. Please, how can I give you money?
Does jumping in YHTWTG make your horizontal move speed change?
Super Win the Game maintains this behavior in most cases. The two exceptions are when you're walking on ice or swimming. There's lots of ramp-up and ramp-down applied for icy surfaces (although it still doesn't change your speed while jumping), and you walk slower but jump higher underwater, again hearkening back to Mega Man.
If I understand the Steam version's licence right, it's ok to redistribute that game, right? But what's about libsteam_api.so? Do the same license terms apply for it?
Congratulations on the YHTWTG, it's great! I've beat it 100%, am training for the Cat/YOLO run; is there a console command so that I can teleport to a specific room (say, "You Defnitely Shouldn't Go Left"), so that I can train it without passing through the others? Thanks in advance for any help!
I downloaded YHTWG from steam on Ubuntu 14.04 x64, and I hit play, and it says launching game... and nothing happens. What Do?
Are there cats in Super You Have To Win The Game?
In You Have to Win the Game did you know about the "spike jump" during development, which is the ability to stand on the edge of a spike? And if not, how were you supposed to clear the "Nope nope nope" screen in extra spicy?
Can we expect sequel to gunmetal arcadia to be outsourced to a no-name studio and resemble "spirit" of "classic" zelda cd-i games?
But now I kind of do want to make a CD-i-Zelda-like for a game jam or something. :V
After Gunmetal, will you stray from the retro-style of your past 3 games? (I've loved them, just curios about game-next)
Right now, the top contender for my next game after both Gunmetals Arcadia is something I've been calling "Project Cadenza" as a working title. It's sort of an amalgamation of a variety of ideas I've had over the last decade or so and could take a number of forms, but it will probably have some elements of science fiction, exploration, and learnable sets of systems that are obscured or abstracted from immediate view. It might also be the first Minor Key Game that David and I collaborate on, depending on what our schedules look like as we're landing Gunmetal Arcadia and Slayer Shock.
What specific games were your main influences in designing YHTWTG?
Bubble Ghost was a big influence on the visuals and tone. It had a sort of creepy, unsettling vibe, not only because you were exploring a haunted house with some grim imagery, but because there was a sense that you didn't belong in that space. Its hazards operate autonomously regardless of your presence, and everything can kill you.
Indiana Jones and the Last Crusade: The Action Game was another big one for me. I used to play the DOS version of that game on a four-color CGA screen all the time. The first level involved exploring a cave, which is probably subconsciously why I set so much of YHtWtG in subterranean locales.
The "magic word" / "magic symbol" puzzle originated as a riff on the in-game copy protection mechanisms you'd see in classic PC games, where you'd have to look up a word in the manual or use some in-world secret code reader to find a solution and advance. This puzzle (if you can call it that) evolved a bit due to practical restrictions, and I had to change it once more when I brought the game to Steam, but that's where it started, anyway.
The feel of the wall slide / wall jump mechanic was inspired by Mega Man X and Super Meat Boy, as opposed to something like Super Metroid with its obtuse triangle jump. I also made some tweaks to help make the platforming a little more forgiving, things like allowing the player to jump a split second after walking off a platform or immediately jumping again if the button were pressed a split second before landing on the ground, after reading an interview with Team Meat in which they were describing similar improvements to handling in SMB.
I wasn't consciously setting out to make a Metroidvania, but the structured nature of exploration limited by abilities found in the world did evolve from those sorts of games, to include Zelda titles.
I wasn't consciously riffing on anything specific in the bullet hell rooms, but I am a fan of bullet hell shooters. Ikaruga first got me into the genre, and at some point I started collecting Cave shooters and Mushihimesama Futari quickly became my favorite.