|
|||||||||||||||||||||||||||||||||||||||||||||
|
![]() 1. Introduction: a stunning comeback, after a quarter of a century! ![]() Quite a lot. I went to write about games for a number of mostly german media outlets and founded a couple of magazines: Cube and 360 Live, for example. Also co-published the german edition of gamesTM. ![]() Not difficult at all. The basic principles of coding have not changed that much. Also, coding is a learning process, all the time. What has changed though is my way of coding. 2. Technical considerations: a very qualitative third iteration ![]() I would hope that the Amiga gets a few polished games of AAA-quality each and every year. If some of them push the boundaries, great. I do not expect too many games of very high quality though. Truth is: Developing such a game on Amiga is very time-consuming, much more so than on modern platforms. Not many people out there can afford to spend months and months of time, while managing their daily lifes. (Editor's note: Richard actually unveiled one of his crazy secrets in the first Reshoot booklet. He actually gets up in the middle of the night after a first restorative sleep cycle, works for a couple of hours, gets back to bed, wakes up again to get the kids ready for school and then... Goes to work! Is that sustainable in the long run without sacrificing his health? Will you think about it when playing his games? :-) That's a good illustration of the guy's willpower!!"). ![]() The first Reshoot (2016), punitive but already technically promising ![]() Good question. Actually I enjoy both. Playing on Switch has the power to surprise me, playing a game on Amiga has the power to wake a cozy feelings - and some adrenaline too. ![]() Developing within technical boundaries is always an act of balancing ressources. One of these ressources is the vision of how the game should feel like; another ressource is the technical platform; a third ressource the quality of the team and their spirit. My approach with Reshoot R and Reshoot Proxima always was to develop games which are entertaining in the first place. In order to be entertaining, a game has to be well-crafted and that includes taking into consideration the features of a platform. I´d like to think I know what the Amiga can do, and therefore try to design my games in such a way that they use Amiga power as well as possible. Of course, I am learning new things every day. Therefore Proxima 3 does thing which I would not have thought are possible when I coded the first Reshoot-game. ![]() Reshoot R (2019), very balanced and rich in content ![]() Figures? 128 bullets on screen at once. 90 degrees change of scrolling direction: from horizontal to vertical. Upto 40 enemy objects onscreen. Retaining a framerate of 50 Hertz, all the time. 8 stages. 1 ingame soundtrack per stage. My pleasure. ![]() Too many to name. In fact the engine changed to much with each game, that they hardly share a single line of code. May I give you an example: The first Reshoot game is using a rather simple "moving object" controller which could push around objects and not do much more with them. Reshoot R works with a much more advanced version. It can handle pairs of objects and events, which is useful to orchestrate boss fights. Reshoot Proxima contains many further enhancements. For example it has some very simple means of editing landscape map and object behaviour waves, which makes it very fast and very convenient to alter each and every attack wave - a necessity if you want to tweak gameplay pixel by pixel, so that it becomes not only a showcase but a real entertaining "waste of time". ![]() Reshoot Proxima 3 (2020?), with digitized dialogs loaded in real time ![]() Reshoot Proxima 3, test showing numerous sprites during an optimization phase (article on Patreon) ![]() Too many to name. When Reshoot R was close to the finish line and I could not get it to work properly on 68060, I almost threw the towel. Also, I had some rather unpleasant discussions with members of the Amiga community, regarding the quality of the game, pricing and stuff like that. When I realized that some haters get their kicks out of bashing and confrontation, destroying our small community with mindless arguing, this really pissed me off. A lot. ![]() Of course I listened to feedback, especially when I show my game at community events. I think you can feel that in Reshoot R. With Reshoot Proxima 3 I will try again to implement some of the positive suggestions and feedback from players. For example many told me that the loved Martin Ahman's music, but there should be more than just one ingame track. There you go. 3. An invigorating community: the influence of the demo scene ![]() The team was much bigger for Reshoot R already. Ingo Siebeck for example helped getting the highscore ranking website to work. Oliver Lindau put his magic on some the ingame graphics. Many, many people helped developing the game by sharing their knowledge on a1k.org or the English Amiga Board. Same is true for Reshoot Proxima 3. It´s a community effort. ![]() I love demo productions since the early days. In fact I established a two-page-regular in Amiga Joker, as I and many readers adored this art and loved to write/read about it. Also the guys behind these productions deserved a stage. Never was a member of the scene myself though. I think the demo scene is very important for the love the Amiga gets nowadays. It´s this scene that keeps on producing state-of-the-art-software which sometimes makes you forget how old the Amigas hardware actually is. Have you seen Eon from The Black Lotus-crew? This is a piece of art. It´s made on Amiga and therefore proves that creative minds can ignite inspiration, regardless of the age of the platform. Same is true for games. ![]() My answer would probably be too long and boring. Let me tell you this: We usually email or do videocalls and exchange visions and ideas. Then Kevin sketches something, sends it to me, so we have something in front of our eyes for further discussion. After that Kevin usually attaches more details to an object, renders or draws while keeping an eye in each and every pixel. I then try to implement his stuff with a number of conversion tools, of which Pixelmator, Deluxe Paints, Xn Convert and PicCon are the most important ones. Sometimes I add details or change colors, sometimes stuff fits, a lot of times it does not and we have to throw it away or keep modifying until it fits. 4. The future, always relevant! ![]() The Amiga can have a bright future if people can buy new Amiga machines which play the old software, out of the box, without any headaches. That´s what Amiga is all about. That means the ongoing copyright issues need to be settled, so that ROMs can be included with such machines. As soon as this happens, I am happy with any additional ideas. Vampire for example looks very promising, I just don´t feel it needs some tweaking before it´s a good product - and original Kickstart-ROMs onboard! ![]() Reception was great for the most part, even though some feedback on social media channels was hard to live with. Sales? Well, they were okay I suppose, considering the small size of the market. ![]() If I were 25 years of age and had to take care only of myself, I´d dedicate myself 130% to that idea as I still love it so much. Looks like it does not fit with my daily family life right now though. I am working on it, but the idea needs time to grow. ![]() Get yourself a book. Use two weeks of holidays and dedicate at least three hours a day to coding. Try AMOS or Blitz Basic first. This way you will see results fast and harvest the great emotions that coding can give to you. Do your first steps on an emulator, as cross-developing on PC/Mac and testing code on the emulator is much faster than coding on Amiga itself. 5. Video games today: a mass entertainment activity, pampered players. Without conscience? ![]() Without players, there would be no industry. But I am not sure if the industry acts with the integrity that I would love to see. For example, I don´t like flatrate ideas like Microsofts Game Pass though. These enable people to access dozens and hundreds of games each month. They lack focus therefore, and tend not to play one of all these games thoroughly. Reminds me of piracy in the Amiga days. Gaming flatrates devalue the art and creative talent that developers put into their games. ![]() I think it´s great that some games allow you to spend days, weeks and months in their universe. If you do not have that much time to spend, like me: Other games, like mine, give you the kicks within minutes. It´s great we can now have both, on retro and modern platforms. ![]() I think the best way to achieve this is by telling emotional stories, which interweave with the gameplay. A shmup like Reshoot Proxima 3 cannot hope to play in the same league like e.g. Through the Darkest of Times regarding its narrational quality. But I still would love to make people think about tolerance, climate protection and other desirable values of our society, at least for a short moment within the title screen. ![]() Thank you very much for these interesting questions, and for your ongoing support! Editor's note: you can support the development of Richard Lowenstein's games on Patreon.
|