INTERVIEW > David Scatliffe

David Scatliffe is a fairly well-known GM developer, having been in the indie spotlight on numerous occasions, including cactus’ play through of his game, Up a Lazy Ocean, at the GDC. He’s known for his unique creations, which you can play over at Scattle Ware.

Okay, so who are you?
I'm David Scatliffe, a 16 year old independent game developer, and professional slacker. I try to incorporate a quirky gameplay mechanic into most of my games, but sometimes, I make fan games of other indie masterpieces.

How long have you been using GameMaker?
I've been using Game Maker for about 3 years. In some respects, I am still horrible at GML.

What are your thoughts regarding GM8?
To tell you the truth, I know absolutely nothing about Game Maker 8, except for the new included option to use a .PNG image for a sprite, and have it not look like utter garbage. I'm interested if GM8 will have more d3d functions, so I can port Cool Men and make it look even better.

How about the new logo? Do you have an opinion on that?
To tell you the truth, I know absolutely nothing about Game Maker 8, except for the new included option to use a .PNG image for a sprite, and have it not look like utter garbage. I'm interested if GM8 will have more d3d functions, so I can port Cool Men and make it look even better.

Do you think being an active member of The Poppenkast has an effect on the games you create?
I think being a member in the Poppenkast has it's advantages. The (weekly? monthly?) competitions give me a bit of inspiration, and three of what I consider to be my best games have all been created for those competitions, so, I think that's a sign of some sort.

What do you consider to be your best creation to date?
I'd have to say that one of my earlier games, Up a Lazy Ocean is one of my best creations, mostly because I'm so proud of it. UaLO won the Poppenkast competition that it was entered in, and it was featured in Cactus' lecture for the Indie Games Summit at GDC (which I still brag to my friends about). Not to mention that, it's the first of my games to actually keep my older brother playing for more than thirty seconds.

So how did Duum Mashine come about?
A couple of weeks back, I was doodling in my sketchbook, thinking of potential game ideas, when for no reason whatsoever I drew a giant lazer turret of some sort. I remember near the corner of the paper was a circular shaped monster, which reminded me of the sun. Then the idea hit me, to make an awesome arcade game with a somewhat environmental message, that isn't shoved in your face.

What made you opt to go with a messy graphical style?
To be honest, the style is just me being lazy. I wanted to make the game with pretty, pretty pixel art, so at first, I started doodling each of the components to see what they might look like. The doodles themselves ended up looking pretty good, so I animated them and tossed them in the game, with kindergarten-styled dotted lines in the background.

Looking back, are you impressed with what you produced?
Yes, I think I am... Although I'd like to come up with more enemies later down the line, to make the game a bit more varied.

Which characteristic of Duum Mashine do you think players are most attracted to?
I think players are probably drawn to the style of the game, either because they can associate themselves with the doodle imagery, or simply because it looks odd.

Have you got any more projects in development?
Why, yes I do! I'm currently working on Scattleware 2, Cool Men, Scattle Gallery, and a flash port of Constellation Chaos. I'm pretty busy these days...

Sounds awesome. So, do you see yourself using GM for much longer, or do you have other plans?
In the future I plan to try XNA or C++ so I can hopefully put my games on Xbox Live Indie Games, Playstation Network, or Wiiware.

Thanks for giving us a great insight, David. Would you like to say anything else?
To all those early Game Maker developers, always use 60 frames per second, and give non-generic games a chance.

1 comment(s):

QOG said...

You planning on posting anything this year?
Nice interview btw.

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