Oxeye Game Studio » Interviews http://www.oxeyegames.com Creative Games Wed, 29 Nov 2017 08:29:26 +0000 http://wordpress.org/?v=2.8.4 en hourly 1 Anosou Interview (And Stream Details!) http://www.oxeyegames.com/anosou-interview/ http://www.oxeyegames.com/anosou-interview/#comments Thu, 12 Jun 2014 22:37:47 +0000 Trif http://www.oxeyegames.com/?p=1683 You asked, I tied, he responded.

A while ago, I asked you for questions for anosou, the composer of Cobalt’s soundtrack, and you didn’t let me down: Though persistent in his efforts to safeguard the secrets of his digital magic, your excellent questions and my trusty rope got a few words out of him. As promised in the latest Intel Report, here are the answers!

So, How Do You Music?

To begin, could you briefly introduce yourself to the uninitiated?

My name is Mattias, composer and appreciator of video game music born in ‘89. By day I work at Propellerhead Software, creators of much cool music software. By night I write video game music, play Magic: The Gathering and eat various things.

Ah, actually I have two of your company’s products, haha. First up then, the obvious question that has been asked by many: How do you make your music? (Tools, workflow etc.)

It’s a hard question to answer thoroughly. I create all my music in Reason, incidentally made by the company where I work. I actually got the job there because I used Reason so much! The creative process starts and ends there with just some headphones, a laptop and a MIDI keyboard.

I’ve played piano for numerous years so I compose mainly by hammering keys in different ways. Everything from actual piano to drums is me hammering away! I love exploring sounds too and have tons of different patch libraries and Rack Extensions (plug-ins for Reason). I often start with a preset sound and then tweak it a little bit to become what I want.

What made you choose the style for Cobalt’s music, and what do you think defines it?

I think it started out as Oxeye sending me a Com Truise song and saying “This is awesome”. After that a lot of the sounds I used are reminiscent of what he’s doing. He’s got that 80s retro feel, using a lot of sounds from old synths and samplers. Specifically I’ve found Fairlight samples to work great! But I mix all this up pretty heavily with ambiences and even ethno/folk vibes and pure techno. I always try to be versatile as it keeps things interesting.

What artist or source do you find most inspiration from for Cobalt’s soundtrack?

Well, like I said, Com Truise defined a lot of the sounds. Otherwise I’m mostly inspired by whatever I’m listening to currently. Since I have quite an eclectic taste in music this varies greatly.

Do you have a favorite Cobalt track?

I’m partial to the menu track, as are we all. :)

Where can you buy the soundtrack?

Nowhere! Yet.

Aww. Are there plans to create more songs for the game? Will there be new music for the Adventure mode?

I can’t really answer that to be honest. I’ve been enormously busy at Propellerhead and the Oxeye guys have been super busy too. We’ll see!

Well, at least it’s not a ‘no’. Now, for some reason we’ve received a few food related questions too! What’s your top “I’m going to make awesome music today!” breakfast?

I almost never eat breakfast. A habit I wouldn’t recommend to anyone.

Ah. Another one! On average, how much “work related caffeine” do you ingest per hour?

It’s not so much a “per hour” thing but much caffeine is ingested. I go through cycles of different caffeine habits too, one month it’s all about energy drinks while another I brew my own Yerba Mate in a traditional gourd. As long as it keeps me awake, I like it.

The community has quite a few creative musicians. Any tips for the more or less experienced magicians-in-training out there?

Create more music! Never stop! The only way to get better is to keep creating music. Also, try to get involved with other musicians. One of the reasons I do what I do is because of my involvement in ocremix.org, remixing video game music. It’s a thriving community of musicians from the lowest to highest level. I got a lot of feedback and training doing that and I believe it made me a much better composer.

Finally, the most important question: If I don’t have enough Thingybob, how do I add more Fairlight?

Flick the switch!

Fine, You’ve Passed

While a digital pet bard does sound appealing, I was nice enough to let him go in the end. Quite a cooperative subject!

Remember to check out the Mapmania Livestream this Saturday, starting at 12:00 UTC+2! With the Duke and myself as your hosts, nothing can go wrong! …Or maybe everything, but hey, we’ll have fun! We’ll be reviewing more maps than you knew existed including all of the MapJam submissions, and perhaps we’ll do a little contest or two—with prizes, naturally! We’ll be streaming all day, so feel free to check in when you can. The map list will be ordered randomly and put in the stream description so you can get an estimate of when your favorite community maps are played. Follow the stream to get an email when it starts!

Until then!

Disclaimer: The Mapmania Livestream is a fan event, not an official Oxeye event. Horrendous accents will be broadcast, terrible jokes will be made, and faces will be imploded.

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We’re alive! http://www.oxeyegames.com/were-alive/ http://www.oxeyegames.com/were-alive/#comments Mon, 11 Nov 2013 14:08:45 +0000 kinten http://www.oxeyegames.com/?p=1279

In fact, we’ve never been dead.


Since the last post we’ve been busy with distilling the game, starting our collaboration with Fatshark to bring Cobalt to Xbox and we’ve been to Minecon.

Being a small team with the main focus to have fun, the development of Cobalt has always been a bit haphazard where we’ve added stuff as we go with less focus on the bigger picture and more attention spent on what felt right at the moment. This has led to, in our opinion, a great platformer but it has also resulted in a lot of features that remain hidden to the average player. When a new player starts up Cobalt, he or she isn’t really introduced to what the game is about. There’s nothing to hold their hand and present them with the experience that is Cobalt, especially not as a single player. I’m not talking about a next-gen like dumbing down of game play, but a coherent presentation of the actual game.


What we have now is a whole bunch of puzzle pieces hovering in the air waiting to be placed in the correct spot. Since starting our collaboration with Fatshark we’ve been busy trimming and arranging all pieces in order to put them down in a presentable larger picture and an enjoyable gaming experience from start to finish.


Hit the jump to read more!


The first step in this process has been to polish the game modes that we have. Below is a short expose of what we’ve been working on.


TEAM STRIKE

Team Strike Buy Menu

Team Strike Buy Menu

Even though you can choose to play Deathmatch in teams we felt that Cobalt was missing a proper team VS mode.

We had Capture The Plug and even though it was fun at times it felt too chaotic and wasn’t really focusing on what Cobalt does best – combat. Being avid Counter-Strike players me and thewreck started toying with the idea of adding a round based mode where at the end of each round you get to upgrade your character somehow.


Enter Team Strike and the philosophy of locking down characters into classes instead of focusing on equipment drops spread throughout the maps. In Team Strike, each team is presented with a character selection screen at the start of each round. After each player has chosen a character suited to their playing style the round starts. Each player gain funds from kills, combos and team wins during the round which in turn allows the player to afford higher level characters. The team that reaches the goal amount of rounds wins.

We tried this game mode with 8 Mojangstas in the office and it was an instant success! We realized that simplifying things might be exactly what Cobalt needs.

We started looking into bringing some of the things we’ve learned from Team Strike into the other game modes.


SURVIVAL

Survival game mode

Survival game mode

The original Survival mode was added as a stand-in mode for single player while Adventure mode was still in development. Since the very first play-through it has had some serious game design issues.

First of all – choices – there were too many of them! As a first time player you were introduced to a lot of new concepts – shops, upgrades, recycling, re-spawning and so forth.

When we observed others playing it for the first time we noticed it could be a bit overwhelming at times.

Secondly, the objective wasn’t clear enough. Sure, the game mode was called Survival so you could sort of guess that that was what it was all about, but there was never any feeling of progress while playing. You were constantly barraged by a never ending stream of foes and all you could do was try to survive for as long as possible. At the end you got a score, but you never felt like you had actually achieved anything. It was very much an unclimbable mountain.

We decided to try a tower defense-esque wave approach to Survival instead. In the current Survival mode the player is presented with a finite number of enemy waves of increasing difficulty, some containing bosses. If you fail to complete a wave you can choose to continue where you fell but with a sort of penalty to your overall score. Between each wave we added a buy screen similar to the one in Team Strike where each player chooses their character class and level depending on their taste and economy.

The classes can be custom fitted to match the theme of the map.

Again, while testing this game mode with Mojangstas and at Minecon it has reassured us that we’re on the right track.


CHALLENGES

In version 122, the Challenge maps were presented as map packs were the common goal was to complete the maps as fast as possible. When playing through the maps we felt like some of the maps were focused more on combat related strategies rather than speed which led us to redesign the whole philosophy behind challenges.

Instead of presenting them as map packs, we’ve put the maps into categories. Currently there’s a Combat and a Speed category.

The Speed category is pretty straight forward and focuses on just dashing through the map as fast as possible while the Combat category tries to challenge the player to engage obstacles, puzzles and enemies in the map. Like Team Strike and Survival, before each run the player gets the option to choose a class of character which in turn affects the end score. How exactly the scoring system works or how the different classes are unlocked is something we’re still working on solving.


DEATHMATCH

The common denominator for the new design in Team Strike, Survival and Challenges is the equipment handling. Instead of presenting the player with a buffet of equipment and choices to be made while playing, these modes now present complete equipment choices in one phase, while in the gameplay phase lets players focus their attention on using that equipment tactically. Since each player chooses their own equipment outside of the gameplay phase, a larger variety of items can be in play at any one time, while at the same time reducing the amount of items any one player has to worry about. You as a player only have to focus on one ranged weapon at any given time which gives you more time to focus on your specific weaponry and your specific strategies.

Deathmatch is not the same as the other modes though, and splitting up class choices between phases might not be the correct path here. We still would like to get some of the same positive effects. To achieve the higher variety while lessening complexity, our idea is to instead of having a fixed set of weapons spawn in any given map, the map designer places equipment spawn-zones throughout the map and selects a default equipment theme. These spawn points then spawn crates of equipment for the player to pick up. When you pick up a crate containing a ranged weapon, you discard the ranged weapon you’re currently using. This makes sure that you never have to worry about too many different weapons, which again puts the strategic choice to the moment of pickup. “Do I want to use rockets, or my current gun?”, and the tactical problems to later, “how should I best shoot my rockets?”.

Indicators will appear with a timer showing where and when the next crate will appear, giving players ample time to relocate and fight over control. This changes which locations on a map are of interest at any one point, resulting in a more dynamic and shifting game.

To add increased variety to the mode, at the start of the map, the game randomly selects the starting equipment which is shared by all players (Defender Hulls with jet shoes, or Stealth Hulls with shield belts?), making each match unique.

Our hope is that this will introduce a sort of controlled chaos to the game mode that will enhance the experience.


SINGLE PLAYER

What we’ve been talking about so far is a part of the game that is best experience with a friend or two to play with. This has always been the core strength of Cobalt. However, not everyone has a second controller to hand over to a friend, especially not on a PC or Mac.

Our biggest challenge with Cobalt has always been to create a cohesive, progressive and non-repetitive Single Player mode. It’s been a challenge because each approach taken so far has entailed A LOT of content creation.

Our current approach is to include all the work put into multiplayer game modes, Challenges, Survival and the Adventure mode in one continues experience. Our plan right now is to have them presented in a Super Mario Bros. 3 style world map in which the player can progress and discover the game and the story.


XBOX

As mentioned in the beginning, we’ve started working with the excellent guys over at Fatshark to bring Cobalt to Xbox. This is of course a challenge in itself and will involve a lot of work on both our and Fatsharks part, but the work put into the port will also benefit the PC and Mac version of the game.

If anyone of you saw the Cobalt panel at Minecon we mentioned something extra that has to do with our collaboration with Fatshark – Fatshark is going to give online multiplayer a go for Xbox. IF it would become reality it’s definitely something we would want for the PC and Mac versions as well. There are a lot of hurdles to overcome to make it a reality but the collaboration with Fatshark has definitely breathed new life into the idea.


Last but not least I would like to thank everyone who visited us at Minecon! Both me and thewreck had a great time playing with all of you and the experience infused us with a lot of ideas of how to improve the game even more.

Also I’d like to recommend you all to read this excellent interview Trif did with thewreck: Part 1, Part 2.


Next post we’ll be talking 123!


Love,

Kinten


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Interviewed by Immortal Machines http://www.oxeyegames.com/interviewed-by-immortal-machines/ http://www.oxeyegames.com/interviewed-by-immortal-machines/#comments Wed, 24 Feb 2010 20:07:45 +0000 http://www.oxeyegames.com/?p=268 When we had our Harvest holiday sales on Steam we were contacted by the nice guys over at Immortal Machines (a part of the Colony of Gamers network). They wanted to know if we would be interested in participating in one of their nice podcasts, but because of time zones (and lack of confidence in speaking English live) we settled for a text-based interview instead.

The interview is mainly about Harvest, but we also talk a little about games that we like, and the future. You find the interview here:

http://www.colonyofgamers.com/cogforums/showthread.php?s=dc6fdb0bab7d47261bcec7f1270ad96c&t=15834

/jeb

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