Is Olly Dibben the nicest person Arcade Attack have interviewed so far? Quite possibly, although Gareth Jones might have something to say about that… Ace programmer Olly is currently working on Byte Damage which frankly looks AMAZING. Here he talks about starting out at The Bitmap Brothers, the abandoned Speedball 3 and raises the important question –
Like a lot of developers I guess a childhood obsession went too far. I’d tinkered around with languages like BASIC on the ZX Spectrum when I was only about 8 years old, but it wasn’t until high school that I taught myself more and started trying to make my own games. I studied computer science at university, there were no games-
Question 2 –
I approached them directly as their website said they were looking for programmers, and to my surprise they invited me to an interview. I remember reading an interview with Mike Montgomery (founder & director) on my way there, and he really was the larger-
Question 3 –
Absolutely, I loved their games, their famous art style, sound and music, which was largely why I approached them. Speedball II was undoubtedly my favourite, I played the hell out of that game, it was famous for destroying joysticks, and I think I pretty much wore the contact points in mine out.
Question 4 –
I only helped out on Speedball 2100 for a short while, but it was a crazy experience. It was at the end of the project and it was being produced at Bitmap North in Harrogate rather than the main office in London, so some of us were working in the office until 3am, then going back to the hotel and getting back to the office at 9am. We were living on takeaways and persuading hotel porters to open the bar for us at 4am. I was young, it felt very rock & roll at the time, I’m not sure it would now!
Question 5 –
It was the PS1, so although the game kept its top-
Question 6 –
Sadly Speedball 3 Arena never went into production, I think the concept behind it, a first-
Z2 was enormous fun to work on, and it was my first commercial project, so I had all the excitement of that and then somehow I went from being the new kid to being in charge of programming the AI in less than a year. In some ways though it didn’t feel like a sequel, we’d moved from 2D to 3D again, so it felt fresh, it felt new and we were trying to push boundaries in terms of what could be done graphically and what could be done in real time strategy games. When you move to 3D, even if you can still think of the battlefield as essentially 2D, a lot of calculations change, a lot of technical work has to be done on things like visibility between enemies, fog of war, representation of ranges and boundaries, and for Z2 especially the territory system that was one of the most significant differences with other RTS games of the time. AI and path-
Question 8 –
Oh it would have to be MegaCom, the chance to hang out and bum around the universe with Brad and Allan would be awesome!
Question 9 –
The original Z is still incredibly playable today, I think it’s stood the test of time and still provides a polished, unique experience. Steel Soldiers had some great innovations, it may have lacked the clean, immediacy of some of its rivals and been a little rough around the edges, but it had character, and it had great humour. Other RTS games were trying to be Hollywood science fiction –
Question 10 –
We had an engine and a tool set that meant we could get the WWII prototype up and running quite quickly with minimal code changes, but we soon had to start on custom features unique to that game, e.g. squad based movement and unit morale systems. I think after having worked in 3D for a while we were more confident in what we were trying to achieve and produced a more polished game as a result.
Question 11 –
It was a tough time in the industry, both Z2 and WWII had struggled with publisher changes, publishers were being very risk averse and the PC market was changing, the console market was becoming bigger, PS2 and Xbox were becoming dominant gaming devices but weren’t platforms we were known for. We stuck things out as long as we could, but just never secured another contract big enough to keep the team together.
Question 12 –
Some of the team made a Dr Who prototype for the BBC –
Question 13 –
It’s exploded in the last 8 years or so. In some ways it’s come full circle, with bedroom coders knocking out massive indie hits, but the business behind it all is much the same, it’s still the same cycle of boom and bust, hits and misses, constant renewal. In other ways it’s more difficult than before, different models of finance, far larger numbers of developers, far more platforms. It remains an incredibly exciting field to work in, but it’s an industry that still has a lot to prove, and a long way to go.
Question 14 –
Do Lemmings drink? How about Zool the ninja from the Nth dimension? Which of those would most impress the DOA girls?
Actually, I reckon a pub crawl with Octodad could be fun..
Question 15 –
I’m currently self-
Question 16 –
I’m currently working on Byte Damage, an 8bit themed arcade shooter with Tron-
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