QK: OFF, Kentucky Route Zero, and (outside of games) Petscop are big influences of the vibes I wanted and An Outcry‘s myriad of visual experiments however, more directly, inspiration for its story came from beyond our medium: Modernist and postmodernist texts I read (predominantly theatre) proved most informative. What compelled you to explore these areas of horror, as well as the various subjects that make up the game? MP: What works of horror inspired An Outcry ? There is a surreal, psychedelic/psychological essence to this game. None of them panned out, of course, but the practice was good, and even through active discouragement, I never lost the drive to create in the medium. In 2008, I started making pixel art since I was a huge fan of the Mother / Earthbound series, my early sprites were predominantly edits and original recreations of that series’ style, which made me start dabbling in fangames. QK: I’d been an artist for as long as I can remember I drew a lot, and with the games I played, it came to pass that I would make fan art and, eventually, designs and early playful game concepts based on those old favourites. MP: What ended up driving you towards game design? The latter especially would inspire a lot of my narrative and design sensibilities. I would also dabble in emulation and play games like Earthbound and Mother 3 in English later, as well as a myriad of free RPG Maker titles ( OFF, Space Funeral, Ib, Pen Palz). Eventually, I’d go on to own a Game Boy Advance SP and a GameCube, and I feel it’s those two consoles that had the biggest early-life impact on me, with titles like Yoshi’s Island (the GBA port), Mario and Luigi: Superstar Saga and, on the GC, Paper Mario: The Thousand-Year Door. Quinn K: My first games were on the original Game Boy my father had – Pokémon Blue comes to mind, as well as his copy of classic Asteroids. Michael Pementel: Where did your journey with gaming begin? What were some of your favorite games growing up (for fun and those that would go on to inspire you)? An Outcry is an intriguing work of horror, and it was a pleasure being able to write to Quinn and learn more about their experience and process. Through the mechanics and narrative, Quinn has designed a world made to exude gloom and chills, the world’s grim tone creeping through each interaction and environmental design. This psychological horror, built out of RPG Maker, involves a haunting narrative with a political angle. In each interview, I will be featuring a different game developer, asking them a little about their background and then more specifics regarding their recent project(s).įor this first installment, I spoke to Quinn K. To not only highlight their works and what they have to offer but even to hopefully inspire those looking to get into game development. It is through this column, Into Developer Minds, that I want to shine a light on indie developers in gaming. Though a lot of mainstream titles have much to offer, the realm of indie works has a greater means of self-expression there are no limits, there are no rules, just the freedom in creating what one wants to create. In any art form, so much innovation and creativity are found in indie spaces. Still leaving this message up if anyone else has a similar issue.Into Developer Minds: An Interview With Quinn K. Turn Right is not the same as Turn 90º Right. Kinda realized I'm using events the wrong way. Is there a way to make first person gameplay run with just a mouse or touchscreen? Am I missing something?ĮDIT 1: Hmmm. Maybe because it is listening to other input locations at the same time I make a selection, or whatever. The thing, at best, works very wonky and very unreliably. I figured I'd try running a parallel event which would run a loop where it would frequently ask me where I want to go (forward, turn right, turn left), by setting the player movement accordingly via events. When I play my game with MV3D in first person by clicking on the screen, I easily get stuck into a wall and thats it, no way of backing out and such. A lot of the users do not have a physical keyboard as their devices are touchscreen. I'm mostly been making a game primarily designed to run inside a web browser. Any way to make first person work with only mouse or touchscreen?
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