![]() ![]() What kind of graphical style will the final game take on? The current visuals seen in screenshots of the game are placeholder. I came up with the inverse Turing test idea, and the spy fiction, and the game kinda designed itself from there! It was super cool, and when IGJ3 rolled around (theme: "people interacting"), I was thinking about what a more intimate version of that game would be. Thatcher Ulrich and Marc Leblanc did a cool game called Dueling Machine at Indie Game Jam 0 (the "100,000 guys" one) where one person was hunting another person in a city with 30,000 inhabitants. It's C++, a custom OpenGL graphics engine, a modified version of Cal3D, which is an old open source animation library I'm eventually going to replace, and a bunch of spit and bailing wire. ![]() What development tools are you using to develop SpyParty? EA laid me off last year, which indified me again. I was indie a long time ago, 1996-2003, and then worked on Spore from 2003-2009. ![]() I've been in the industry forever, but only managed to ship one game so far ( Spore). Here, Hecker explains his inspirations for SpyParty, the visual style he hopes to achieve and what the next step in development is. Having already worked for EA on Spore, a huge AAA game release, Chris Hecker has now returned to his indie roots, and consequently earned himself an IGF finalist place, with his game SpyParty in the running for the Seumas McNally Grand Prize. ![]()
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