Harms Way goes from dream to screens, trailer
28
It's so rare that we get into something before it's cool, that we have to savor it when it happens. In January, we were smitten with the concept behind Dorito's Unlock Xbox finalist Harms Way. Well, a little less than a year of development later and creator Justin Carpenter and developer Bongfish are putting the finishing touches on the shooting-driving hybrid and prepping it for release this month. It will vie for votes with Jill Robertson's Avatar Crash Course.
We've got a bunch of screens and the first trailer after the break, as well as a quick chat in which IRS staffer and college student Justin tells us how the reality of game development stacks up to the dream.
What was the original concept for Harms Way, and how did it change?
The original concept was a merging of two genres I love, driving and shooting. To sum it up, I wanted this to be like Burnout meets Call of Duty. Over the course of development, we made some major changes to the overall style, but the core gameplay remained in tact. One of the biggest and most noticeable changes was the vehicles and the environment. It feels a little more like the Dirt series than Burnout. The shooting mechanics were simplified quite a bit too. They now feel a little more like the chopper gunner segments (from the kill streaks) in Modern Warfare than the normal gameplay. There still are upgrades and various weapons though.
Was being flexible difficult for you?
At times yes, but not nearly as much as I thought it would be. Michael, and the crew and Bongfish were very easy to work with. He never asked me to change anything without a good explanation. Even then, he would usually explain the problem, and instead of asking me to change it, ask me what we should do to handle the issue. We made a great team. They brought some great ideas to the table too, and I had a list of suggestions 10 miles long, and amazingly enough, they incorporated almost all of them. Occasionally it was hard to make sacrifices, but they were usually things that I wanted to do that were way to ambitious.
What the most valuable thing you've learned about game development throughout this process?
That you're always after a moving target. You have to be flexible and willing to change when necessary. The target isn't necessarily your original ideas, it's making your ideas fun. Sometimes an idea that sounds cool, or looks good on paper, isn't actually fun at all. You've got to be willing to adapt and listen to feedback. I had the privilege of listening to some amazing tips from successful developers and they were telling us (the top 10 finalists) that it is extremely rare for a game to go through development without some major changes.
When can we get our hands on it?
The game is set to release in the first or second week of December, and I am very nervous about it. I am very happy with the final release, and even think it is one of the best products available on Xbox Live Arcade (right up there with Trials HD and Shadow Complex), but there's no telling how the public will receive it. I know it's an amazing game and I think it will be hard to beat, but voting can be terribly unpredictable, so I don't want to get my hopes up just yet. If you like the game, you can help support us by voting at unlockxbox.com and on the Xbox dashboard once the game is released.
We've got a bunch of screens and the first trailer after the break, as well as a quick chat in which IRS staffer and college student Justin tells us how the reality of game development stacks up to the dream.
What was the original concept for Harms Way, and how did it change?
The original concept was a merging of two genres I love, driving and shooting. To sum it up, I wanted this to be like Burnout meets Call of Duty. Over the course of development, we made some major changes to the overall style, but the core gameplay remained in tact. One of the biggest and most noticeable changes was the vehicles and the environment. It feels a little more like the Dirt series than Burnout. The shooting mechanics were simplified quite a bit too. They now feel a little more like the chopper gunner segments (from the kill streaks) in Modern Warfare than the normal gameplay. There still are upgrades and various weapons though.
Was being flexible difficult for you?
At times yes, but not nearly as much as I thought it would be. Michael, and the crew and Bongfish were very easy to work with. He never asked me to change anything without a good explanation. Even then, he would usually explain the problem, and instead of asking me to change it, ask me what we should do to handle the issue. We made a great team. They brought some great ideas to the table too, and I had a list of suggestions 10 miles long, and amazingly enough, they incorporated almost all of them. Occasionally it was hard to make sacrifices, but they were usually things that I wanted to do that were way to ambitious.
What the most valuable thing you've learned about game development throughout this process?
That you're always after a moving target. You have to be flexible and willing to change when necessary. The target isn't necessarily your original ideas, it's making your ideas fun. Sometimes an idea that sounds cool, or looks good on paper, isn't actually fun at all. You've got to be willing to adapt and listen to feedback. I had the privilege of listening to some amazing tips from successful developers and they were telling us (the top 10 finalists) that it is extremely rare for a game to go through development without some major changes.
When can we get our hands on it?
The game is set to release in the first or second week of December, and I am very nervous about it. I am very happy with the final release, and even think it is one of the best products available on Xbox Live Arcade (right up there with Trials HD and Shadow Complex), but there's no telling how the public will receive it. I know it's an amazing game and I think it will be hard to beat, but voting can be terribly unpredictable, so I don't want to get my hopes up just yet. If you like the game, you can help support us by voting at unlockxbox.com and on the Xbox dashboard once the game is released.
Reader Comments (28)
Posted: Dec 1st 2010 1:09PM Chibi Chaingun said
Motor Metal... Twisted Storm!?!? SOLD. Oh.. It's free!?!?! :O
Reply
Posted: Dec 1st 2010 1:10PM shortboy12 said
Tell me i heard right: ".. Available for free on Xbox LIVE".
I liked that phrase.
Reply
I liked that phrase.
Posted: Dec 1st 2010 1:23PM thisredengine said
@shortboy12 ".. Available for free on Xbox LIVE"
Reply
Posted: Dec 5th 2010 1:21AM hoopcapo said
@01 Thank you..uh... Justin? I would assume you are either a fellow Justin, or a fan of some other Justins like Mr McElroy himself who wrote the article. Or maybe Timberlake? Bieber? Or maybe you just like Justin boots? No? That's alright not a fan of the pop stars or the boots, but that's all I got. I'm fresh out. I can't think of any other Justins. But thank you. Us Justins got to stick together
Reply
Posted: Dec 1st 2010 2:45PM Jack Kevorkian said
I don't get it where are the ads on the screens? Do you have to e
Run over doritos for fuel? Shoot doritos?
How is this free I don't understand it no.
Reply
Run over doritos for fuel? Shoot doritos?
How is this free I don't understand it no.
Posted: Dec 1st 2010 4:58PM Jack Kevorkian said
@hoopcapo I love it man good luck with your game I hope it leads to great things. Looks like it could be the best free game on arcade from the screens. Yaris, last year's doritos game and that Aeris shooter Wing thing being the three I can think of.
Reply
Posted: Dec 1st 2010 6:08PM hoopcapo said
@Jack Kevorkian I have absolutely NO DOUBT that it will be the best FREE game on Xbox Live. Well, I haven't seen my competitors, but this will be hard to beat.
I would even go as far as to say that it is one of the top tier arcade games. Obviously everybody will have their own opinion, but for me it's right up there with the best. In case you were wondering, my favorite arcade games are Trials HD, and Shadow Complex.
Reply
I would even go as far as to say that it is one of the top tier arcade games. Obviously everybody will have their own opinion, but for me it's right up there with the best. In case you were wondering, my favorite arcade games are Trials HD, and Shadow Complex.
Posted: Dec 1st 2010 3:55PM SpanWolf said
@RoboZombie The easiest way to describe my idea would be basically a combination of Katmari Damacy, DeBlob and Flower, set in a city populated by the XBL Avatars from your friends list. There was also an extensive multiplayer mode and party/mini games.
Reply
Posted: Dec 1st 2010 4:13PM hoopcapo said
@XBX4LFE Actually, The top two games are free. Those games are Harms Way (my game) and Doritos Crash Course which is Jill's game. The FULL games are being released for free, not just trial versions. The public gets to vote on who wins, but that won't change the pricing, they will both be free...ALWAYS.
Reply
Posted: Dec 1st 2010 7:48PM fid said
@hoopcapo
justin you really nailed the pitch and q&a, well done. you had a nice clear vision for experience of the players. in terms of design, you have a firm grasp on core gameplay mechanics, something often overlooked for the sake of gimmicks, or marketing.
hopefully you'll do well and go far with this project. the industry needs more like you.
Reply
justin you really nailed the pitch and q&a, well done. you had a nice clear vision for experience of the players. in terms of design, you have a firm grasp on core gameplay mechanics, something often overlooked for the sake of gimmicks, or marketing.
hopefully you'll do well and go far with this project. the industry needs more like you.
Posted: Dec 3rd 2010 12:02AM Radical Dylan said
@hoopcapo - The only thing that will make or break this game is the controls. The game looks really awesome, but if the controls are horrible then the game will be horrible as well. It is hard to get good driving physics in a game, hopefully you and the team succeeded in doing so.
Reply
Posted: Dec 1st 2010 5:00PM Jack Kevorkian said
That sounds fun :0 can you use XNA to make it an indie game?
Reply
Posted: Dec 1st 2010 6:32PM hoopcapo said
@Jack Kevorkian I guess you could, but I don't know why you would. XNA games don't get near as much attention or advertising as the arcade games. If you can have it as a free arcade game it will get a lot more attention. Plus...I don't think you are allowed to make XNA games free.
Reply
Posted: Dec 2nd 2010 3:44PM Elliot110 PSN ID ELLIOT1 GAMERT said
@ForeverAndEver
Yeah it does look a LOT like Motorstorm, i was thinking the exact same thing.
Reply
Yeah it does look a LOT like Motorstorm, i was thinking the exact same thing.
Posted: Dec 8th 2010 11:00AM systemaddicts said
I hop onto my dashboard to look at the releases today -- two games, for free, with achievements even.
If sorta feels like theirs a disturbance in the Force....
This looks great.
Reply
If sorta feels like theirs a disturbance in the Force....
This looks great.
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