Janeil_H's Posts

I ran across this indie developer after I had picked up his game off of Steam during a sale weekend. The title was called “Midnight”, and I was very attached to the music. It really accompanied the game quite nicely, even the sudden “plunk” of keys when you die.

Artwork courtesy Christina Weinman

Neverthless, William (or PetiteGames) was not too hard to track down to bug him with questions about his games:

 

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One of my most favorite games while growing up was a small shareware game that went by the name of Comet Busters. Having discovered it from my cousin approximately in 2001 off a shareware game CD, I was glued to this game for years until I had gotten ahold of my first AAA game, Halo. This game remained a favorite due to to the multiplayer capability, simplicity and how addictive it was.

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Fortunately, Steven Hugg was still around and still does development work. He agreed to tell me about his ventures and let me share them.

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Next on my list? A guy who made a very addictive puzzle game that was one of the first PC games for me to play; Bulldozer. I actually had to grab an old computer out of storage and fire up the “24 Games Collection” to find out its original creator, a company by the name of “The Code Zone”.

After finding out that they’re very much alive, I was able to get in contact with them and with John Hattan. Turns out, he was the guy who made the whole “24 Games” collection, including Bulldozer. And interesting enough, this was one of the more interesting interviews I’ve done so far.

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While on a random IT job, I flipped off the lights in the server room to call it a day. Lo and behold I saw this wonderful projection of the power symbol off the monitor switch; so I snapped a picture before heading out. Very interesting to look at if anything.

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So in my hunt of people to interview and ask questions for the “Summer of Gaming” series, I broadened by horizons. Not only would I just focus on the guys that made my favorite games from the 90’s when I grew up, I’d also poke at some more recent fellows.

This search led me to S.C. Watson, an illustrator and artist for Space Empires V, a game I spent a whole lot of time on before getting a great new computer in 2007. His iconic “painted” portraits of the races always stuck with me, giving a greater “realism” to the game than the previous 3D models. He’s a self-taught artist, doing all sorts of traditional and digital work.

After some hunting I finally found Shane’s portfolio site and contacted him via e-mail. Explaining my intentions and project, he willingly agreed to contribute.

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Hi guys,

As the blog slowly gets back on track, I unveil a short-term project for this early part of summer to entertain you! I know a portion of my readers are gamers of some sort, and in a special project digging into my past, I’m releasing a set of interviews I did with a few game developers and artists from the 90’s and 2000’s.

Many of these guys are people who made the games I loved when I grew up. Some are obscure “shareware” games, some are other semi-popular titles you may recognize. A few are some modern developers that have forayed into the modern world making games. As I have moved on and seen little or no information about the people behind them, I made an effort myself to delve into the history of the people and the games they made.

You can consider it a partial historical preservation project, genuinely interested in the people who made these games. I uncover how game design was back in the day, what the average developer faced and the stories behind how these actual games were created and worked on.

My list of guests include:

  • John Hattan – The Code Zone (24 Games Pack)
  • Adam Pedersen – Jetpack
  • Chuck Sommerville – Chuck’s Challenge, Chip’s Challenge
  • Parley S. Neely – Lunar BBall, historical puzzle games
  • Petite Games (William) – Midnight, Destronauts, Wii Game Developer
  • Walk Bilofsky – Original founder of The Software Toolworks
  • Scott A. Murray – Missile Master developer
  • Shane Watson – Artist, Fantasy Flight games, Space Empires
  • Steven Hugg – Comet Busters
  • Petter Henrikson – ClusterTruck developer
  • Louis Carrozzi – Far Gate developer
  • Dan Froelich – Solar Winds & Jungle Jill musician

(List is subject to change based on availability)

Posts are uploaded every Saturday evening. I have most of these interviews done already, so its just a matter of scheduling.
So grab your coffee, a Windows 95 box and be prepared to head back down memory lane to a time when the Internet barely existed and mail-order games were the thing.

 

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Heather tromped down the steps, finally finished with her last task of folding linens. The weather was a little warmer to her disliking, and she could hear a bustle of activity from the shop. Her arms were weary, glad to finally take a small break.

“Chores, chores, chores. I wish I’d get something else to do,” she muttered.

It had been over a month since the attempted kidnapping had taken place. The abductor was quickly caught, and a hastily gathered group of men had managed to hunt down the large creature that they had squared off against. A search had also taken place for the man who had sold her Pipp, being cited as the one responsible for the other creature as well.

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Hi guys, Janeil here. I’m still struggling to keep up with the Heather installments. However in lieu of that while I catch up, do enjoy this guest story by JP Hack, who’s graciously allowed me to post his shennanigans in the Elite: Dangerous universe. Enjoy!

Ah, the Evarate system. So nice. So peaceful. A great day for a little mayhem! My plan was simple. Interdict players and fight them. But not newbs. Nope, I have a moral code. I went for the big dawgs like Pythons, FDL’s, Cobras, vipers, etc. What’s more insane than a pilot with the balls and skills to try to take on a bigger ship? A pilot with a Slightly bigger ship trying to take on bigger ships! Good bye Eagle!

Sit down boys and girls, commanders of all ages, as I retell you what happened last night. Lets just say that some people take role playing too seriously.

Okay, I did my homework. So I strolled through the ship yard and bought a slightly used, fully loaded, with extended warranty, Viper MK3. I had the sweet matte black paint job with skull markings. “Surely, they will take me seriously now!” Not even close.

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Despite a week passing, Heather still couldn’t forget the words said to her at Elizabeth’s doorstep. She kept a wide berth away from McCally at all times just to be on the safe side. This was mostly in public; Heather never knew what the woman could do to her, so it was better to stay safe than sorry.

Pipp was still being lively as ever. He hadn’t grown a whole lot and would probably be in trouble if he got into a scuffle with a cat. However a small change start to set in. Pipp seemed more calculating and reactive to those around him. It was like he was thinking a lot, able to mirror off the moods of the people around him. He could tell if they were happy, sad or frustrated and react accordingly.

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