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Interview With To-Fu Developer HotGen

It’s no secret that we here at Capsule Computers love To-Fu: The Trails of Chi. HotGen has put themselves on the map as a serious developer to follow in the mobile games space and I was lucky enough to be able steal a few moments away from Mark Norman to get a few questions in.


ALEXIS AYALA:
I’m a huge proponent of the return of “garage development” as you typically wind up with a more realised product considering you can focus on a singular vision with less cooks in the kitchen. To-Fu really has that feeling, so how many cooks are in your kitchen?

MARK NORMAN: We have a total of ten people at HotGen, although To-Fu’s team was only day to day consisting of about four people. The small team and tight ethics were what really helped shape To-Fu.
It was an idea that had been around since late last year, and something our designer and myself have been incrementally working on, conceptually, since that time. By the time it got to development we understood completely what it is we wanted to achieve, and from that day on we drove a straight line to the finish, with very little in the way of documentation or meetings, we just communicated well, managed ourselves accordingly and submerged ourselves into the character and the world we were trying to realise.


AA:
To-Fu really feels like a labor of love, but I find it’s rare for a developer to say they had enough time to really bake it, how long did it take from start to completion? And do you feel your development time helped or hurt the final product?

MN: Development on To-Fu only took about 50 days from scratch (with the exception of some pre-conceptual work). We gave ourselves a maximum of 2 months, and this really helped us focus on what was important for the project and what wasn’t. We cut away a lot of fat at the beginning and throughout, we had to, otherwise its original scope may have taken closer to 3 or 4 months, so it was important to work out what the soul of the idea was, and how to just support that rather than get bogged down in a fuller narrative.
My personal opinion is that it certainly helped the final product, because it made us cut to the chase. That in itself was a terrific learning experience, because it’s one thing working for a 3rd party and being given a tight time-frame, but when it’s your own idea, your own character and your own design, being ruthless with it’s scope and all the niceties that it could have, is a lot harder in my opinion. Ultimately though, your creation is governed by how long it has to grow. This made us make a lot of early choices to omit or curb elements of To-Fu that turned out to be very much for the good of the game, choices that looking back on now, have no unhealthy impact on the final adventure.


AA:
Any interesting hiccups you hit while developing?

MN: To be honest with you, at the risk of sounding pompous, To-Fu’s development was pretty much a breeze. We knew what we wanted to achieve from the offset from the look of it right down to the feel and design. Having a clear concise goal is essential, and as long as you head straight for that goal, then you can solve any obstacles that present themselves with greater efficiency.
Our only real sticking point at the start was how he would animate, and how we as the player would interact with him.  It was paramount getting his flick mechanic to feel  fun, intuitive, addictive and like a genuine extension of your actions , so the methods we used had to be sympathetic to these requirements. Although when all is said and done, you can’t beat having a hot coder to make all your wacky ideas and methods a reality. Thankfully, ours was a ‘can do’ kinda chap, and we solved these issues very early on, so a massive curtsy to him for that!


AA:
How close was the final product of To-Fu from the original inception? Was there anything on the cutting room floor that you really wished you got in there?

MN: Well, as far as the bare bones of the game’s feel and design go, then no not really. The main areas where we cut back were graphic variety and narrative. But then if you read those two words and then apply them to a 2 month deadline for a game with 100 levels, then they’re two very strong contenders for places to reign back and minimise risks of short changing the player.
We originally had 5 unique environments for To-Fu, then that dropped to 3, but I made a call quite early on after gauging our progress over time spent, and it was a no brainer to lose all but 1 of them, but try and make the one we did keep, one of variety.
Essentially I had to ask myself: Are people still going to enjoy playing the game? Personally, my answer to that was ‘Yes’, as the aesthetics are only there, in our case, to create a mood and backdrop to the gameplay. Both of these we were able to retain.
As for the narrative, well, there ‘is’ a story, there ‘is’ an antagonist, and both of these would have been a prominent overtone for the game had they gone in. As it is, for now, we’ve left a few suggestions in there that To-Fu himself has a larger arc to his story than the one we see currently. That’s all I’ll say for now. Haha.


AA:
To-Fu is a game with no enemies, only obstacles. Do you feel that this was freeing or constricting while you were designing the game?

MN: To be honest, the decision to dispense with enemies was an early one. As unusual as it is, we didn’t feel that is was going to add anything to the overall design of the game at this stage. To-Fu has always been seen more as a action/puzzler type affair, so we wanted to keep the focus on what was important to making it engaging, and utilising our time to make sure those things were nice and tight in the final game.
I think enemies would’ve detracted from the the overall in this early episode of our character.
Enemies were spoken about, right around the time we found out we had 2 months to make the game, so an early culling of such suggestions was prevalent.


AA: To-Fu is a remarkably well realised character with lots of personality, especially for something with such a minimalistic design. How long did it take for you finalise the character design?

MN: About 20 seconds Haha. I think the story goes, and he’ll correct me if I’m wrong; but our designer and I were walking through the car park after work one night and he was telling me about this idea he had for a touch screen mechanic. He described the ‘kind’ of character we’d need and I, wanting it to be something different, suggested To-Fu (not that tofu is stretchy, and Stuart, please write in to these good people if that story is inaccurate!). Anyway, the following day we went for a brainstorm and I grabbed a marker and drew the character in my head on the white board, and next to him I wrote To-Fu (as in Kung-Fu, sorry for explaining) and that was it, our martial artist was born.


AA:
Why tofu? Do you have something against meat products?

MN: No no, on the contrary our next game we’re calling Meaty-Man’s Beefy Adventure. I don’t believe that’s been done yet… Probably. – ‘That’s a joke by the way!’


AA:
There are a lot of people out there that compared To-Fu to Super Meat Boy. Was this intentional?

MN: Haha, great timing, I didn’t see this question coming at all. If I’m honest, then for me those are just lazy comparisons. I mean, other than the character being small and square (edible?), I’d find it very hard to identify any further similarities between the two games. If people were only talking about the characters then that’s one thing, but the games couldn’t be any more different. And our guy doesn’t have limbs!


AA:
To-Fu’s fling mechanic really makes the game and is perfectly married to the character and level design. So what came first, the mechanic or the game concept?

MN: The mechanic, hands down. The bottom line to discovering new ideas and possibilities for games on touch screen devices is the mechanic. Is it fun? Is it addictive? Has it been done before? For me, if you have a great mechanic then everything else just falls in to place.


AA:
Why did you decide to develop for iOS?

MN: Simple. This game wouldn’t work on any other format. The touch screen is paramount for controlling To-Fu.


AA:
Can you tell me a little about developing for mobile and what you like about it?

MN: Well, I didn’t personally treat it much differently to other games I’ve worked on in the past. Mobile has advanced to the point now where the line is starting to blur between this format and dedicated games units, as is the way you develop for them.
As with any project you want to find out what your limitations are early on, and the confines you are to create within. Then you just accommodate and go for it. The principle is still the same.
I just like that you can go to anybody who has an iPhone, whether it’s a house party, a bar, on the move, and in under a minute they’re playing your game. It’s very gratifying, and convenient simplicity at its best.


AA:
What can we expect from To-Fu moving forward? And more importantly, what can we expect from Team To-Fu and HotGen in the future?

MN: To-Fu has unfinished business, so who knows what’s round the next corner for him. As for HotGen, I believe it’s all hands on deck for Meaty-Man’s Beefy Adventure. Watch this space people!
Let’s have a big hand for Alexis Everyone!

-fin

So I think it’s safe to say that HotGen made a lot of really smart decisions during development and we’re all very excited to see what they have in store for us next. I for one, will be anxiously awaiting Meaty-Man’s Beefy Adventure and will certainly be on the lookout for the further adventures of To-Fu, that little cube of bean curd has stolen my heart.

Check out:
HotGen | To-Fu | facebook | twitter

Bodycount release date announced – Count the bodies like a Count

 

Bodycount is coming out to celebrate in the waning months of Summer in North America on August 30th, September 1st in Australia & New Zealand, and the EMEA region on 2nd September.  While your waiting, take a couple seconds to check out the final packshots that you’ll see on store shelves in a few short months. Check out the E3 2011 if your unsure of how insane the body count will be: http://www.youtube.com/bodycountgame

“Outrageous and stylish gunfights” is what Bodycount is all about as you travel the world and use destructible cover to to shoot the enemy down with plenty of crazy weapons.  Online coop and adversial modes will launch with the game.

According to Codemasters, “Bodycount will make you fall in love with firepower when it launches for Xbox 360 and PS3.”

PSN & Welcome Back program will be online in Japan

After being prevented from relaunching after the Playstation hacks, Sony has said that they will finally be able to to get the online service back online in the Land of the Rising Sun.  To get people back into the swing of things, Sony is also giving Japanese gamers a Welcome Back program.  A free Playstation Plus 30 day trial is also being offered.  Qriocity is also coming back online. For more information on the service’s restoration process, go to the Sony website here.

The services that will make a full return to Japan by July 6th are listed below:

  • Full functionality on PlayStation Store
  • In-game commerce
  • Ability to redeem vouchers and codes
  • Full functionality on “Video On Demand powered by Qriocity™” across all compatible devices
  • Full functionality on Media Go

The Welcome Back program will begin as soon as the above is fully implemented.

 

Beyblade Metal Masters Coming to NDS in November


Konami have announced their latest game for the Nintendo DS, Beyblade Metal Masters: Nightmare Rex. Based on the hugely popular range of Beyblade toys, the game is due to be released in November. Beyblade Metal Masters: Nightmare Rex brings the skill of the toy range to the Nintendo DS as players can customise their own Beyblade spinning top. Players can then test their skill against 37 characters from the television series. Much like a battle with the toys, the last-man standing decides the winner, with players timing their attacks perfectly to send their opponent out of the area while at the same time keeping their Beyblade spinning at all times. Players can also perform key attacks from the television series, allowing players to perform the ‘Pegasus’ attack to smash their opposition. The controls have been kept very simple, yet offer many tactical strategies such as combination attacks via a series of button presses and also spectacular finishing moves to smite opponents. Owners of Beyblade toys can enter a special code to unlock its constructed Beyblade parts in the DS game. Beyblade Metal Masters: Nightmare Rex offers 100 enhancements in total to the player’s basic Beyblade. Beyblade Metal Masters: Nightmare Rex also comes with an exclusive Beyblade top that until now was not available anywhere outside of Asia. The game also comes with Wireless Battle Modes that allows users to verse each other, as well as 100’s of missions and survival modes for the solo player to develop their skills. On top of this, by equipping Bey Force players can strengthen their Beyblade properties by winning competitions. These power ups can then be used in a variety of multi-player modes. This latest Bayblade game really makes an effort to push the boundaries of both a game and of the Beybalde toys, joining them together in a new unique way that sounds fantastic for fans of the Beyblade franchise.

Star Wars Call of Duty MOD: Galactic Wars is incredible

Its only been 2.5 years (although it seems like a long, long time ago) but a Star Wars mod for Call of Duty: Modern Warfare 4 is now available.
This program takes the successful first person shooter to a new place: the Star Wars Universe.
Star Wars characters, like Storm Troopers, weapons and locations like, Bespin or Mos Eisley, can all be played Call of Duty style.  All in all, there are 7 maps.  Plus, there are killstreaks.  Shoot first enough, and you’ll be able to call in TIE bombers ot Y-Wing attacks.
Check out the video below for gameplay examples.  Just make sure your head does not asplode.
The mod is available as a free download from ModDB

Gamestop Reveal “Commando Dom” Skin as Pre-order Bonus for Gears of War 3…

Remember that “Commando Dom” skin that was featured in the Gears of War 3 beta? It now seems that this “classic” look for Mr. Santiago will be available as a pre-order bonus through Gamestop as the retailer have now listed Commando Dom as their exclusive incentive for Gears of War 3’s online multiplayer.

Here is a snippet of the official listing directly from Gamestop’s website:

Commando Dom Character Skin – Multiplayer In-Game content
In the years before Emergence Day, Dominic Santiago was a part of an elite special forces unit that operated during the Pendulum Wars. Now you can play as Commando Dom in Gears of War 3 – but only by pre-ordering Gears of War 3 at GameStop.

Not a bad exclusive at all. Dom fans will now want run to Gamestop and lock in a purchase to sport this new skin as Gears of War 3 launches just a little over two months from now on September 20th.

Fallout New Vegas’ Old World DLC gets some more screenshots

In case you were running out of new things to kill in Fallout: New Vegas, what with the Dead Money and Honest Hearts DLC already under your belt, what is there left to do? Well in a couple of weeks you’ll have an entirely new area to explore because that is when New Vegas’ next DLC, Old World Blues, will be released.

On July 19th players will enter the Big Empty and find out that it may not be as empty as the residents of the Mojave wasteland may have thought. Today Bethesda released a handful of new screenshots for the DLC, which show off plenty of gunfire, but one little robot named Muggy who apparently really wants to have any mugs you are carrying. Or he could mug you, one or the other. The DLC will be released on the PC, Xbox 360 and the PlayStation 3 at the same time on July 19th.



Shadow of the Colossus and ICO HD trailers look amazing

Things have been a little quiet regarding the long awaited ICO and Shadow of the Colossus HD Collection, until now that is. Two new trailers have been released, one for each of the two halves off the collection. Below you can first see the trailer for the remastered ICO and below that one the trailer for the remastered Shadow of the Colossus.

Both of these games have seen a rather impressive visual overhaul as you can see. Unfortunately I have never had the pleasure of playing either of these titles back when they were released originally on the PlayStation 2, which makes their HD release on the PlayStation 3 all the sweeter, because now I will be able to play both with enhanced graphics. What do you think of the upgrade to the graphics and of the original games themselves?

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=7D0BkUe1V4Q&feature=player_embedded[/pro-player]

Official Pokemon Game for iOS and Android

News of an official Nintendo copyrighted app for iOS and Android has finally emerged. The Pokemon Company has announced the release of an official Pokemon game for smart phone devices. The game, Pokemon Iie Tap (Pokemon: Say Tap) is a Pokemon trading card rhythm game where players tap on Pokemon cards to the beat of a song from the anime series. While it might not be a whole Pokemon game it’s promising news for Pokemon fans that for some reason have failed to buy a Nintendo portable device. The app is set to be released this summer in Japan, and but sadly at the moment doesn’t look like it will be setting sail to other locations, similar to the only other (unofficial) Pokemon game for mobile phones, Pokemate, which was released in 2006. As unlikely as it may be that we get our hands on this free title here in Australia, we can still hope that an English version may eventually be released. This news comes directly from the official Pokemon website.

Ms. ‘Splosion man priced at only 800 MSP

If you were worried that the success of ‘Splosion Man back in 2009 would increase the price range for its sequel then you can stop worrying now. Twisted Pixel announced today that Ms. ‘Splosion Man would only cost 800 MSP, or $10 in real money. The game itself will be available for purchase on the Xbox Live Marketplace on July 13th.

The press release in which they announced the price was humorous in its own right, you can catch the little part where they announced the price here:

The value of all life on Earth was originally placed at almost triple the amount of Microsoft points, but a surprise ruling from Twisted Pixel today cited a declining economy and a general disappointment in humanity as the root for assuring its destruction at the incredible price of 800 Microsoft Points.