||Main Interview with Friend
Interviewed by Jabbercat
(Jabbercat) You are well known for your graphical skills, how did you first start making graphics?
I started doing pixelwork when I first got my computer-94 or so- with MSpaint, but I didn't get serious with it until I started my first game project with DCGames. I'd include some of them here if I still have those tilesets, but unfortunately, they're lost among the stacks of unlabeled CD-R backups.
(Jabbercat) What was your first experience of game making?
I'm not sure when exactly, but around 1997-1998, I discovered a RPG creation kit on the internet. It's called DCGames, and it specifically creates ultima-like RPGs. It supports 640x480 SVGA res along with WAV/MOD/S3M sound capabilities, so I thought maybe it's worth a try. I toyed it for months, actually created several tilesets along the way, but then I decided the engine's not worth it. Among other things, it worked fine on windows 95- which was what everyone else's using at the time- but as newer windows are released, the engine started having major compability issues with the newer windows.
Then there was Adventure Game Toolkit, an engine to create adventure games, text adventure games. I fiddled with it for a while, created several rooms and several puzzles, but ultimately I dropped the project. I enjoyed playing text adventures, but I don't like writing that much.
(Jabbercat) How did you first find the OHR?
I first heard of OHR when I was still using DCGames. At the time, OHR was just released and was a very limited engine. At the time james released it under the shareware license, I think, I'm not sure. I didn't pay any attention to it until much later when I rediscovered in late 2001 that it's greatly been improved since then.
(Jabbercat) What things attracted you to the OHR?
It's mostly the ease of use. Easy to learn scripting language doesn't hurt either.
(Jabbercat) Who or what inspires your games and indeed, your graphics(If anything!)?
As far as inspiration goes, most of the world designs in my latter games are reinterpretations of the chip music I've been listening to.
(Jabbercat) What techniques do you use for your graphical work?
I've extensively used a variety of dithering in the past and even now. I'd like to cut back on that technique for a bit, there's many ways to do texturing and dithering is just an easy way out. I've seen a couple of screenshots of the new GBA Zelda game and I must say I'm very impressed, the use of color and dithering is minimal, but the end result is superb.
(Jabbercat) What programs do you use for your graphical work?
I've been using Neopaint since the DCGames period. I occassionaly use MSPaint, but only if I absolutely cannot use Neopaint (ie: working at someone else's computer, university lab, etc.)
(Jabbercat) How do you develop the puzzels in your games?
Most of the puzzles in my game serve as tools to control the pacing of the game. Freedom of exploration is fun and all, but you don't want to let the players see the good stuff all at once.
(Jabbercat) And lastly, have you any new projects in the works?
I'm doing some work for ZFRT. That's pretty much it.
On behalf of Jabbercat, I would like to thank Friend for giving up his time to answer these questions and to wish him the best in future projects!