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Developer Interview - Space Pirates and Zombies

by David Montgomery-Blake · 06/27/2011 (9:06 am) · 21 comments

What can two dedicated developers with a dream create with their ingenuity? The answer: Space Pirates and Zombies or SPAZ. SPAZ is a combination of a space combat simulation, role-playing game, and pure awesomeness. A random star system is generated each time the player starts a new game, and from there they can explore, trade, engage in combat, and generally have a great time travelling the universe.

We caught up with the SPAZ guys at Minmax, Andrew Hume and Richard Clifford to find out just how two people could make such a deep and engaging space game.


spacepiratesandzombies.com/images/websiteTitle.png
Please describe Space Pirates and Zombies in your own words.
What was your role on Space Pirates and Zombies?

SPAZ is a top down space action RPG. You trek around an open and randomly generated galaxy, taking on missions, collecting new components for your ships, upgrading technologies, and wreaking havoc as you see fit. We let you control multiple ships in a fleet using physics simulated combat.

What makes your game unique?
We took a lot of inspiration from games like Star Control, MOO, and even Diablo. We tried to combine elements from these games in a unique way, as you tend to not see these genres combined. We munched together a lot of old school gameplay and did our best to bring it to the HD world of today.

Our most unique feature would have to be the zombie faction. They have quite a deep ecology where they can reproduce, lay eggs, as well as infect and take over other ships. They are quite frightening to see in action.

What was your inspiration to create Space Pirates and Zombies?
At first, we set out to satisfy our desire for an epic top down space shooter. We hadn’t seen any games like this coming out for a long time, and we were starving for one. We gambled that there were other people out there that felt the same way, so we set out to create a big 2D space game just the way we wanted it to be. It truly was a labour of love, and we’re very happy that other people are enjoying it.

What was your development process like?
The development of SPAZ was very organic. We spent about two weeks jotting ideas down on paper, but no discernable design document emerged. As we worked on various features, we made a lot of changes. After a while we couldn’t keep any sort of paper design up to date, so we abandoned the idea completely.

SPAZ became its own living design. We reworked just about everything at least once throughout the project to make the systems behave as we see them today. We talked constantly online, as well as had regular meetings to go over major tasks. We have done this consistently for almost 2 years now.

The rest of the time we spent writing script/code and producing content. Thankfully we have a lot of prior experience working together, so coming to a conclusion about a particular issue or feature was quick for the most part. We trusted each other to deliver on what needed to be done.

How many people worked on the dev team? How did you work together?
It was just the two of us working on SPAZ. We had worked together at an AAA studio for many years, so we had a good relationship going into the project already. We had a really good idea of what type of game we wanted to build right off the bat, so it didn’t take us long to choose a direction and go with it.
We talked a lot over msn and met in person on a weekly basis (most of the time). We each had a set of unique skills we brought to the table, and that allowed us to work together without crashing into each other constantly.

How long did it take to create?
SPAZ was supposed to take under 6 months to produce, but that turned out to be a pipe dream. We just released beta and we are at 22 months production now.

How did you accomplish QA and beta testing?
From the get go we enforced a strict “drop everything and fix it” policy for any bugs that cropped up. If the game crashed, work stopped until it was fixed.

Once we had something people could play, we focus tested it on friends and family on a regular basis. A few months ago we released a pre-alpha to several hundred people. That allowed us to find some of the bugs the two of us never could have. We also called that a pre-alpha compatibility demo. We needed to be sure that SPAZ worked on computers beyond our own.

The beta testing phase we are currently in was planned from day one. We knew we couldn’t test everything ourselves, so we got our community involved in it. Between the beta and the demo we’ve gotten tonnes of awesome feedback. People seem to enjoy helping us make SPAZ everything it can be, and we love them for it.

What software/tools did you use to create the game? Why did you use those particular tools?
We used Torque 2D to create SPAZ. We both had some hobby level experience with Torque, and it seemed to do everything we needed it to do to create a 2D space game. Torque was also very established and had lots of forum support. The licensing agreement and price were also big factors for us.

We also used Torsion to interface with Torque. That tool is a life saver.

Beyond that, Visual C++ for coding, and Photoshop for the art.

Describe 2-3 of your biggest technical hurtles and how you overcame them. Give as much detail as possible, to the point of getting uber-technical.
One issue was the use of GUI elements vs. the use if T2dStaticSprites. As SPAZ development progressed, we found ourselves using GUI’s less and less due to their more limited feature set when compared to a sprite. Part of the reason for the move from GUI to a more scene window based GUI system was also the GUI editor. For some reason for us it just always seemed misbehave at the wrong time, to the point where we started to do a lot of our work by hand in the GUI files themselves.

In the end, we struck a good balance, using the GUI system for what it was good at, and scene windows with objects using mouse over events for the rest.

Another issue was with the game builder itself. Over time, we found that although useful for initially setting up a project, it was not really scalable to a project the size of SPAZ. In the end we had to roll up our sleeves, boot up torsion and build the game the old fashioned way. Much of the time we got the feeling that we were not using Torque 2D as intended, but our methods were working well for us so we kept doing things our way.

For the most part though, instead of fighting with the engine itself when it didn’t behave the way we would like, we just modified the design to do something that it did like. In the end, Torque seems to have been built to make a game like SPAZ, and it came together well when we decided to just go with it.

If you had to do it all again, what would you change about creating this game?
I think we should have spent a bit more time working out some details on paper, as well as making small prototypes to prove features. We were both so excited to get to work, that it ended up leading to a lot of rework and cuts. Some of the rework is simply unavoidable despite how much pre-planning you do, but there is probably 6 months of work on the cutting room floor somewhere.


So there you have it! Some solid inspiration from a dedicated team that has put together an extremely complex yet simple-to-play and enjoy game. Space Pirates and Zombies is available now on Impulse.

About the author

Community management and development, Educational computing systems and lab management, Flex, ActionScript, JavaScript, PHP, C++, C#, Perl, Python, Ruby, LUA, etc.

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#1
06/27/2011 (9:30 am)
Very nice! I have been anxiously awaiting this interview.
#2
06/27/2011 (10:11 am)
That looks really nice! The authors are definitely right ... total dearth of space games (good ones) so I was all ready to buy the beta.

Unfortunately, one of the features of Torque they didn't avail themselves of ... was the Mac version part.

Oh, well. Good luck with your game -- looks fun.


EDIT: Website doesn't like extended characters? /shrug
#3
06/27/2011 (11:16 am)
Good luck boys!

@David, I cant find the authors names in the interview
#4
06/27/2011 (12:58 pm)
Looks great.


Way to go. I am impressed!



#5
06/27/2011 (1:30 pm)
Love the look on this game...been watching it for a little while now.

I would like to know who the guys are working on this...who they are here at GG, that is.

Now...onto the grammatics...

Is it:

Space, Pirates, and Zombies

or

Space Pirates and Zombies

or do we use the distributive property?

Space(Pirates and Zombies) = Space Pirates and Space Zombies

...seriously...I want to know.
#6
06/27/2011 (2:08 pm)
Ugh! I totally missed that! The team is Minmax and the developers are Andrew Hume and Richard Clifford. I'll add it in.
#7
06/27/2011 (8:18 pm)
Just purchased and downloaded it, I used to love the version for the mac, and now I get to play it on my PC :) perfect! I wonder what other secret goodies are in there :)
#8
06/27/2011 (11:41 pm)
Good deal, I am glad to see these continue!
#9
06/28/2011 (11:34 am)
Hi All,

A Mac version will be coming shortly after release, we just need to get enough cash together to buy a couple of Macs to test on. Luckily, the PC activation key will also work on the Mac.

And it is (Space Pirates) + Zombies. I think... Really it is just a goofy name. Probably too goofy for the title actually.

Oh also, we are available directly from our site using BMT Micro (biggest cut for us), Impulse, GamersGate, and Desura right now. Direct2Drive is in the contract stage, and we are in good communication with Steam, so hopefully contract there soon too, fingers crossed.

Also also, there is a demo here: spacepiratesandzombies.com/spazdemo/SpazDemoInstaller_0.9.007.exe

The demo is about 90 mins and gives a good feel for the game mechanics.
#10
06/28/2011 (3:06 pm)
Did I hear: "The hull has been breached! The Science is leaking out!" I really hope so :D. Game's looking great, it'd be really tempting if I didn't already have too much on my plate...
#11
06/28/2011 (4:38 pm)
I will be buying this the way that gives you the most money the day the Mac port is released :)
(Provided my bank account doesn't complain, of courseâ¦)
#12
06/29/2011 (3:29 pm)
@Andrew...thanks for taking the time to answer my stupid question wrt the game's title. But of interest to me is really how you guys divided your time.

I do system architectures for a living. I have several years professional experience and pretty good knowledge of how to write and design software. But I can't draw to save my neck. I have been blessed with precisely 0 artistic ability.

Did it just work out that you both had a good balance of programming and artistic skill or did one of you work on the software while the other did the visuals and effects?

I have (like everyone in this community) a ton of game ideas that I'd like to deliver...but without the artistry...it never ends up looking and feeling the way I wanted it to in the end.

I have a dozen prototypes in various stages of decomposition waiting for a good artist to help me make them as appealing as I envisioned them.

Would love to know how you guys worked this out, because I think a two man team is perfect for an indie project.

Thanks!
--RB
#13
06/30/2011 (12:53 am)
Good read, cool game. Interesting to see yet another developer who favors writing their GUI with sceneobjects instead of the built in GUI system. It'd be nice if TGB or future versions (T2D?) could scrap the whole original Torque GUI engine in favor of a better, scenewindow based system. It can get to be a pain to write your own depending on the complexity, at least for me it is..but I believe it ends up looking way better than anything the official GUI editor can ever create.
#14
07/01/2011 (10:55 am)
"The hull has been breached! The science is leaking ouut!"

I have to say, thats one of the most impressive looking games i've seen come out for Torque in a long time. As you may be able to tell, i enjoyed the humor; That mixed with the galactic conquest aspect, promise this to be an awesome gaming experience.
#15
07/02/2011 (9:33 am)
@Ron Barbosa
I handled the coding and my partner handled the art. He is however not an artist and is a technical designer as am I. He skews to the art side of things, and I skew to the code side of things. When we started, his art skills were not great, but as the project progressed they became quite good through intense practice.

The benefit of having someone with a technical background doing the art is that they can get the most out of highly technical systems. The art in SPAZ is mostly procedural, so we needed someone who understood how to work that way.

I think the most important thing in a partner is to find someone who you know will work their butt off and won't give up when things get hard, because they will. I knew when we started that Richard's art was not good enough, but I also trusted that by the end it would be.
#16
07/02/2011 (8:01 pm)
Thanks for fielding the question, Andrew. I've been admiring the visuals on SPAZ for a while now.

I've not yet played the demo...but from what I'm hearing it sounds great. I'm not much of a PC gamer (can't deal with mouse and keyboard as gaming devices), but I'd love to see you follow through with the Xbox 360 version you mentioned in the SPAZ FAQ

:)
#17
07/03/2011 (7:48 am)
Now that is simply awesomeness. I love great humor in games.
#18
07/05/2011 (3:47 pm)
I downloaded the demo and turned around and bought the game the next day!

I'm a fan of the Privateer, Homeworld, Master of Orion, etc.. games from way back and so far as I have gotten this game fits the bill almost perfectly :)

Kudos to you guys for this game, It makes me want to grab T2D and make 2d games :D

Edit: My son liked this game so much I bought a second copy for him to play as well!
#19
07/12/2011 (1:59 pm)
Amazing work! I'll pick this up as soon as it comes on steam. It's very inspiring to see such a cool project come out of game builder!
#20
07/13/2011 (1:41 pm)
I might just grab Torque 2D after seeing that awesome looking work.
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