Tuesday, 30 August 2011

An Interview with Roger Hicks


Celestial Mechanica
I recently got the opportunity to play through a copy of Celestial Mechanica, a short but sweet game available to download on the PC.


One of it's creators, Roger Hicks, kindly agreed to answer a few of my questions about the game, the perks of being an indie game developer, and more.


Q. Hello Roger! Could you introduce yourself to my readers?


A: Hi, Im Roger and I develop indie games, music and other software.


Q. Where did you and Paul Veer get the idea for Celestial Mechanica?

A: A few months ago, I approached Paul with the idea for the Celestial Mechanica. I always had the idea in my head and wanted to develop it into a game. Apparently Paul also thought it was good idea and here we are.
rComplex
Q. How has the response for Celestia Mechanica been so far?

A: The response has been great in terms of media coverage. Some consumers have voiced opinions on their likes and dislikes for the game but I welcome all of it.


Q. Looking back, is there any aspect of the game that you would change/evolve, etc?

A: I would have liked to add more shrines and extend the length of the game. A major gripe with the audience was the shortness of the game. To explain why the game was fairly brief, Celestial Mechanica was originally a flash game which was converted to a downloadable. I'm looking to revisit the game some day.
Project I/O
Q. Whilst I really enjoyed Celestial Mechanica, I definitely found it rather difficult at times . Did you intend to make Celestial Mechanica a challenging platformer, or was it something that just happened during development?

A: I did intend to make the game challenging. I was inspired by Super Meat Boy and Vvvvvv. Those games were both fairly challenging yet satisfying. I wanted my game to have a similar feeling.

Q. What would you say is the greatest part of being an indie games developer?

A: Being able to sleep whenever you want.  I'm partially kidding! It's cool to develop an idea without anyone giving judgements of criticisms. Complete freedom of your IP is a lovely thing to have. It can also be a downfall if you have tunnel vision. You need to be able to stick to your vision while being flexible enough to be open to new ideas. In the end, it feels good to develop something that you want.
Q. You've got some games under your belt now. Have you got any advice for any new indie developers?

A: My advice is to keep working on projects. Don't stop because the more you do it the better you get. Basically don't give up. If you're passionate about this then, in spite of the odds stick with it. It took a while for me to get to this point and I'm still not where I want to be but I'm sticking with it. I feel lucky because it only took a few years to get to this point.

Q. Could you recommend a game or two that my readers should play?

A: As I mentioned before, Super Meat Boy and Vvvvvv. I would also recomend Tower of Heaven, Escape from the Underworld and Knytt Stories.

Q. And finally, what's next for yourself?

A:
 I am currently working on a few new projects some of them are gaming related the others are web applications. You will be hearing about some of these projects soon. Maybe something from a past project that starts with an "R".
Stream

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