Indie game 'Storm' strikes XBLA, PSN, WiiWare, iPhone

What is Storm? How did the concept come about?
Storm is a game where you use weather elements, like wind, rain, and lightning, to solve physics puzzles. I had been playing around with some physics sandbox games, like Garry's Mod, and I found that these games were all based on experimenting with mechanical interactions. I wondered if an organic style could also be fun. And what's more organic than a storm? Plus storms bring lightning and every game needs explosions.
Gallery: Storm
Isn't it risky to jump into games development? What inspired you to create Storm?
It doesn't have to be risky. It does cost a lot of time and patience, but there is a lot to learn from even trivial adventures in development. Previously, I had been tinkering on an unrealistically large game project. I finally convinced myself that working with a projected completion time of "a couple of years" was not going to get me anywhere. So I put that on hold and started working on much smaller projects that each cost about a week's worth of time. After a few games, I found out about the 2BeeGames contest (for which Storm was created), and knew that it was the perfect chance to put my newfound rapid-development skills to the test.
Apparently, the Storm prototype was created in two weeks. Now that you're signed to create a full game, what are you planning on adding, changing?
Everything you see right now is from the prototype, which is just a very rough sketch of what is to come. There will be new weather elements, like snow and perhaps wildfires, as well as more physical interaction with the environment, like breakable/burnable trees, floating logs, and rockslides. I'm also going to focus on much stronger level design. I had frantically created all of the levels in the prototype in the last eight life-siphoning hours before the contest deadline, and I think that shows. Now that I get more than thirty minutes to design and draw a level, I can actually focus on making levels that require experimentation and creativity from players to complete, and also give opportunities for them to explore the hopefully-interesting aesthetic. This game will be pretty; there will be a lot of hand-drawn art and a lot of attention paid to capturing the mood of the weather.
"All the resources, communities, and software that you need to learn and explore game development are available for free online." |
It is definitely viable. All the resources, communities, and software that you need to learn and explore game development are available for free online. Anyone can have a good experience as long as they have the determination to really practice the necessary skills and the motivation to complete frustrating projects (they'll all be frustrating at times).
I won't pretend to know everything about publishing, since this is my first experience, but I have found that having a publishing partner has been extremely helpful. It's opened up access to a lot of resources and relationships that I wouldn't have otherwise. For example, I think we'll be working on integrating Natal technology for the Xbox version. I doubt I could've gotten close to a Natal SDK had I worked alone. I would have been stuck with throwing Wiimotes at the TV.
What are some of the key challenges indie developers face today? What kind of advice can you offer them?
I think for a lot of maturing developers, the key challenge is sustainability. It's too easy to get burnt out, lose motivation, or run out of ideas. They first need to get enough experience where they can comfortably focus primarily on the design, rather than mostly on technical details. After that, it's still not enough to just have good ideas (everybody has them). In implementing these ideas, indie developers are still heavily restricted by their experience, dedication, partnerships and finances. These barriers can easily kill motivation mid-project. That's why developers must have the ability to distill their ideas, to discern exactly what makes the idea good and to shed the excess, and then reform it in a way to realistically fit the context of their real-life development situation. If they can do that, then they get to keep their creative vision, while finishing projects faster and more enjoyably, which can only lead to success sooner than later.
In summary: be realistic with your short-term goals in order to reach your long-term ones.

"We'll be working on integrating Natal technology for the Xbox version."
How involved are you in the development process? What platforms can we expect Storm on? How will the game take advantage of each platform's unique features? For example, the Wii Remote and the DS touch screen?
There is still a lot of development left, and I will be leading the overall design as well as contributing to the music. So far, Storm will be available on XBLA, PSN, Wii, and iPhone. There are a lot of exciting possibilities with each platform. We're going to try using Natal with the Xbox version: imagine summoning lightning, arms raised, like a crazed scientist. The Wii offers some similar capabilities, as well as the SIXAXIS controller for the PS3. The iPhone version will also make good use of the motion sensing and touch screen capabilities. Basically, there will be physical movement involved, if that's your thing. We're discussing other platforms as well. I think the touch screen capabilities and portability of the DS would make for an interesting game.
Storm was created by just one man. Do you want to continue pursuing solo development, or are you looking to build a team?
I am already working on another project with Chris Hendryx. He's focusing on the art. Solo development is definitely fun but it really limits the scale of my projects. I really enjoy working on all aspects of development, including the music and art, so I think it'll be great to put together a small team in the future where we have the creative liberty to contribute to any part of the game.
I'm also open to exploring work at other companies, big or small, to get some valuable experience and exposure to the industry. In the meantime, I've got two more months of school left, so I need to deal with college stuff, like pass my classes and figure out who keeps eating my groceries.
Storm will release in 2010. Aspiring game developers interested in 2BeeGames' second indie games competition have until October 15th to submit their games.
















Reader Comments (Page 1 of 1)
Katie @ Oct 5th 2009 9:18PM
Not the most polished-looknig game, but it looks fun. Could be cool for the iPhone (or in my case, the iPod Touch).
Special Agent Steve @ Oct 5th 2009 9:22PM
Did you read the article? It's not done yet, that's just a prototype.
Adv2k1 @ Oct 5th 2009 9:29PM
" We're going to try using Natal with the Xbox version: imagine summoning lightning, arms raised, like a crazed scientist. "
LOL.
Prof. Von Manifest of the Clan McCloud (illogical logic is still logical) @ Oct 5th 2009 9:39PM
Me thinks this game is only meant for the iphone (& pc).
I don't think an analog stick would be as quick or accurate.
Prof. Von Manifest of the Clan McCloud (illogical logic is still logical) @ Oct 5th 2009 9:41PM
oops, forgot about motion controllers.
(I didn't read, I only viewed the video).
Highlighter @ Oct 5th 2009 9:40PM
"I had frantically created all of the levels in the prototype in the last eight LIFE-SIPHONING HOURS before the contest deadline, and I think that shows."
Yep, that would aptly describe that final day.
Go Terence! I'm excited to see the published form.
Ben @ Oct 5th 2009 9:40PM
I think this game will have to offer something truly new for the game to sell even reasonably well. It doesn't seem to actually have much of a fun factor to it and I think it could become pretty frustrating quite quickly.
But I guess meteorologists the world over are jumping for joy as their skills are finally being recognised. Or am I getting confused with weather-summoning wizards...?
CaramelZappa @ Oct 5th 2009 10:25PM
That's definately the most unique, original game design I've seen in a while. Not quite sure on the fun factor though, but I guess we'll see when the game is finished.
Kristanna @ Oct 6th 2009 2:32AM
Hi...
This is fantastic game.I love to play it.I was not having any idea about this game but after reading this post I was eager to play it.Yesterday I played this game and enjoyed alot.Thanks for sharing such a nice post here.I have enjoyed alot while browsing this article...
Geschenke
mrfro99 @ Oct 5th 2009 11:26PM
looks cool but it will all depend on how the puzzles are implemented
IcelandTerrorist (stormtrooper190) @ Oct 6th 2009 12:44PM
what about project sphere? its perfect for this game.
toneroni @ Oct 8th 2009 4:50PM
Hey guys, i'm the community manager (Beekeeper) at 2BeeGames and were excited to help bring this game out. We are definitely working on adding more elements to make it a much richer experience.
We'll be at the GameX show in Philly with Terence and SparkPlugGames if anyone wants to stop by and see how it's going.
Also stay tuned as the next competition's voting period starts November 9th with a whole new set of games and finalists! ;)
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