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Community Spotlight - Blazing Birds and David Flook

Today, the Dream-Build-Play Winning game Blazing Birds finally hits Xbox LIVE Arcade. Its Creator, David Flook, has had a long journey from Dream-Build-Play 2007 Winner to Xbox LIVE Arcade game maker. We talked with him to find out how he did it and what's next for him.


Could you describe Blazing Birds and Blow for anyone who hasn’t seen or played them yet?
I try to design games with a focus on organic gameplay. I like using a lot of random variables and allowing players to make creative decisions. I try to explore new control schemes and alternative ways of executing existing game mechanics.

For example: In Blazing Birds, it's not just a simple matter of hitting the bird when it comes to you. You have control over the precise angle of return as well as distance from the ground. Waiting a split second longer before swinging allows you to pick the bird near the ground, giving you more control over your net play (placing the bird very close to the net).

In Blow, you can make fine adjustments to your fan placement, giving players thousands of options to create their fan networks. This makes every person's experience with the game unique.

Can you tell us more about what’s changed in Blazing Birds since Dream-Build-Play?

Blazing Birds received an entirely fresh coat of paint and several new game modes, but the core game mechanics remained the same.  The game's control scheme was tweaked to make it more approachable to a wider range of player skill levels.

You’ve added achievements – can you tell us about some of them?
All the basics are there, such as completing the tutorial and beating the game, but there are a few crazy ones, too, such as Anger Management (smash eight shots in a row) and Fear of Heights (win a match without jumping). 

Do you have a favorite of the games you’ve created?
Blow is currently my favorite game. For me, it's an art piece. I know that term makes a lot of people cringe, but Blow also manages to be a game as well. For me, the marriage of art and gameplay is a beautiful accomplishment.


What games influenced or inspired you and your games?
I try not to be inspired by other games because it makes it difficult to be original. That said, when it comes to designing game mechanics, you can learn a lot by simply playing all types of games. Most of my inspiration comes from film and the real world.

How many people are on your team?
For Blazing Birds, there was a team of just one. Can you call that a team? Since then, my brother Jonathan has been helping me with testing and quality assurance.

What got you guys started making games?
I've been interested in game design since I was writing text adventures on the Apple II. However, I haven't given game development any serious attention until XNA Game Studio was released.

Can you walk us through a usual day?
6:00 a.m. (beep, beep, beep, beep) I work at a grocery store so I have to be in early. I slug boxes for eight hours and get home around 3:00 p.m. This is when I get most of my other work done. I have two or three good hours for game development.

After dinner, I'll sometimes put another hour of work in. Although I keep calling it work, this is my kind of fun. Additionally, I'll spend one of my two days off entirely working on games.

What made you want to use XNA Game Studio 3.0 to make your game?
XNA Game Studio's design philosophy addressed my desire to focus on the game itself rather than the framework surrounding it.  I'm not so much a programmer as an artist who uses programming as a tool like a brush on canvas.

When you made your Community Games, did you use Playtest? How did that go?
I designed Blow as an entry for the Dream-Build-Play competition, and it went through extensive internal and external testing before going up on Xbox LIVE Community Games. The initial launch of the game wasn't put through the Xbox LIVE Community Games Playtest, but the subsequent update to the game has found it very useful.

The XNA Creators Club community has really managed to catch the smallest of issues, which is great because I'm a bit of a perfectionist when it comes to bug bashing.

Have you playtested or reviewed other games?
Absolutely! I have a full set of controllers and Memory Unit to put games through the ringer. Certifying Blazing Birds has given me a great deal of insight as to how games can go wrong. I've noticed the Creators are getting much more adept at resolving issues before they reach peer review.

What are some other Xbox LIVE Community Games you’d recommend?
My current picks would be (off the top of my head) CarneyVale Showtime, Machiavelli's Ascent, and Hexement. I like games I play and think "that's clever, I wish I thought of that!" These all have simple yet interesting game mechanics that can be executed on a simple level or taken to challenging new heights.

What games are you playing now (other than your own!)?
Currently, I'm playing Outrun Arcade and Prince Of Persia.

What other tools/programs do you use to help you make your games?
I use Adobe Illustrator and Adobe Photoshop for graphics, and Adobe Audition for audio.

Do you have any ideas, wishes, hopes, and/or dreams for anything XNA Creators Club could do or provide to be even better?
XNA Creators Club has done so much it feels wrong to ask for more, but since you asked...

I'd love to see gamers be able to rate/review purchased games.

I'd also like to see some kind of integration between a gamer's profile and Xbox LIVE Community Games. I think it would be nice to have your gamer profile somehow reflect your involvement in Xbox LIVE Community Games as a player and/or developer.

What’s next for you?
I'm currently working on my next title for Xbox LIVE Community Games.

You can’t give us any more info than that? Just a tease?!
Haha, I'm quite secretive, but the next title will be 180 degrees from Blow.

Expect something... different.
 

Want to download these games and check them out yourself? You can do that through the Games channel on Xbox.com or through the Xbox LIVE Marketplace on your Xbox 360!

Interested in finding out if you've got the chops to create your dream game? Check out our Getting Started guides!

 

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