Showing posts with label davidscatliffe. Show all posts
Showing posts with label davidscatliffe. Show all posts

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.

GAME > Duum Mashine (David Scatliffe)

Duum Mashine is an original arcade game from no other than David Scatliffe (also known as Scattle). The game seems to have a serious pragmatic message associated with using solar energy, reinforced by the fact that you only earn points by gaining energy and not by destroying the rapidly approaching enemies with your crazy laser gun. The ironically low efficiency of the gun means you’ll be desperately scavenging for more power from the wandering sun, while the enemies get more and more demanding to deal with. The graphics bear a messy but consistent style, which symbolize the works of a small child; this nicely fits in with the unrealistic premise of Duum Mashine as well as the childish title. John Marwin’s music fits with the gameplay very well (it’s head-nodding worthy) to round off a great experience, even if it may be a little short-lived (more content would’ve been welcomed). Show off your skills (or lack of) on the online leaderboard.

GAME > Mouse No. Probably a Rat. (David Scatliffe)

Mouse No. Probably a Rat. is a stylish parody of Squid Yes! Not so Octopus!, with many noticeable similarities to the shooter. You (probably) play as a rat that must dodge around the arena speedily, avoiding the relentless enemies that appear from nowhere in large groups. Survival is very difficult – the online leaderboard was a good idea, increasing replayability. The graphics and effects are well worked and consistent, especially for the short time the shooter was developed in. Audio is also aptly stylish to round off a thoroughly fun experience that fits the theme of the competition it was created for. All arcade fans will enjoy it.

GAME > ScattleWare (David Scatliffe)

ScattleWare is a game quite clearly inspired by WarioWare; simply, it features several very quick minigames that are controlled by either the mouse or keyboard. The fast-paced style makes for a fittingly overdramatic and challenging experience and quick thinking is an absolute must here. ScattleWare is visually represented very nicely, with an attractive cartoon style complementing the funny slapdash approach. Strangely, there’s no background music (which would arguably be appropriate for this style of game). There are a few cheesy sound effects and an amusing portion of music from Michael Jackson, however. Overall, if the game had a few more minigames it’d definitely be worth a good play.

GAME > Constellation Chaos (David Scatliffe)


Constellation Chaos is a short yet fun yet challenging arcade game created for the Poppenkast 3 Hours Astronaut competition. The aim of the game is fairly clear-cut – the player must launch a tiny astronaut between randomly placed stars, through tracking the trajectory, forming a constellation while gaining points and avoiding wretched enemies which kill on impact. If the player misses a star and hits the edge of the screen, the game is over. Constellation Chaos is highly addictive; the ‘just one more go’ attribute encourages the player to get a score good enough to submit to the online leaderboard. The graphics come in the typical Poppenkast pixel retro style, but they actually do look good. The slightly repetitive music also adheres to the graphical style, with the sound effects following this trend as well.

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