We got hold of JTR and he became CWF's first interview victim. His game Death Worm is the featured game on CWF this month, and after playing it several times I have to tell you that it is quite hard letting go of.
JTR kindly accepted to let us interview him about Death Worm and the game making process of it.
You can find JTRs site here.
Here is a short description of the game:
Remember “Dune”? Remember “Tremors”? This is your chance to be the Sandworm, to be the Graboid, to be the Death Worm! In this entertaining arcade game, you control the worm as it hunts anything that moves on the surface, or even above it. Take care though, the puny humans have no understanding for your need to grow as large as possible at their expense, and will send in everything they’ve got to stop you.
You can find Death Worm here.
And so the hunt for answers begin:
Q: Tell us more about yourself - how old are you, where do you live (country
etc, not exact address), what do you do for a living? (one of those basic interview questions).
A: 20 years old, (Born 1986) living in Finland, and I really hate the long winter. I'm pretty much a general worker right now.
Q: When did you start playing games? Do you have any fond memories of those times and did you decide to make a game of your own because of some of them?
A: I was under ten when I first met Super Mario on the NES. Some day I'd like to make a platformer like some of my childhood favourites on the Sega Megadrive/Genesis. (Donald in Maui Mallard, James Pond 3, etc.)
Q: Were you a big fan of a particular game that might have put you on to making this game or did you just like games in general?
A: I don't remember playing anything like Death Worm before coming up with the idea, but I've always liked games. Mostly RPGs. (And the Silent Hill series.)
Q: Did you ever have a crisis where you almost decided to make commercial games instead of freeware?
A: Heh, luckily not. I just want to share my creations. And I'm pretty much an amateur anyway.
Q: What made you decide that you wanted to make freeware instead of commercial games?
A: I like to work solo and without schedules. Also, I think playing a game is more fun when you don't have to pay for it.
Q: Have you considered making commercial games?
A: Sure, I've thought about it.
Q: If you were to make a commercial game (however cheap or expensive) what kind of game would you make? And inspired by what?
A: It would have to be a huge single-player RPG. Post-Nuclear, Cyberpunk... Probably medieval. Inspired by the classics like the Elder Scrolls series, (freeform gameplay is a must,) Fallout 1&2, Deus Ex, Darklands, Magic Candle and the Ultima series.
Q: Did you work alone or with more people?
A: Alone, except for some sounds and graphics. Teams feel too messy for me.
Q: Was the game ever in danger of not being published? Why? And at what state?
A: Never. The idea felt too unique to give up on, and I didn't have too much problems anyway.
Q: What specific tech side of making a game is the hardest (to find people for)? (Music, Graphics, storyline, translation, etc.)
A: The overall designing takes most of the time. Making it all work doesn't feel as hard, because then I have most of the goals already figured out.
Q: Did any sacrifices have to be made with the content?
A: Not really. In the beginning I had to drop off some useless ideas like spitting acid, and electricity attacks from the tail. That would have been more true to the myth, (the mongolian death worm) but had no purpose in the game.
Q: Where did you find the will to power through this consuming job? Did the fans help or was it just sheer willpower?
A: Fan feedback was really motivational, and like I said, the idea just felt too good to let go. I wanted to play the finished game.
Q: Will you keep working on the game or have we seen the last version of it.
A: I'm done with Death Worm, but the source remains free.
Q: What will be your next game/remake?
A: No clue. I got The Crypts of Despair finished some time ago, and now I've been trying to pick the good ones from my infinite pool of ideas. It's not easy, and definitely not fun.
Q: Where do you see yourself 5 years from now regarding gamemaking?
A: Maybe I have started making the huge freeform RPG by then. I just gotta make one of those at some point.
Q: Any words for other freeware game developers?
A: I'd like to see more homemade western style RPGs. Those are very rare.
Q: Any favourite freeware games we should know about?
A: The Ur-Quan Masters, Emerald Miner, Noctis, ADOM.
Q: If you were to mention a GOD of freeware, who would that be?
A: There's many talented developers, and I have no favourite.
Q: What are you currently working on?
A: Everything at the same time, remember?
Q: Have you ever heard of CWF's developer help project?
A: I don't think I have.
Q: CWF's dev help project aims to be a 'bridge' between freeware developers and people interested in participating creating freeware games. If you needed more helpers, would you consider opening a thread in CWF, telling which kind of help you need?
A: Sure! Sounds like a nice place.
Q: If you could choose to do a freeware game with any gamedeveloper (freeware or commercial) who would it be?
A: That's a hard question. Maybe Richard Garriott. Could sure use his experience!
Morning over the savannah. A lion watches a giraffe lazily, his tail twitching. When the giraffe freezes suddenly, the lion doesn't even bother turning his head. He's the king of the jungle. Not even a slight rumbling in the ground fazes the lion. Until it's too late... Suddenly the ground erupts, as a huge pair of jaws breaks the soft surface, swallowing the lion whole! In a panic, the giraffe starts fleeing across the sandy expanse. It doesn't get... (read more)
CWF Crew rating:
(5 of 6)