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» Website is back open for bussines
Brent Fox and John Nielson of NinjaBee EmptyWed Sep 24, 2008 2:32 pm by Admin

» movie about islam problematic read and learn more
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» Last Man Standing
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» The Dutch Predators
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» Noise Tank Androids (NTA) ENG
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» istuff great site for free ipods
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» I gues some body really hates the red lights... on his 360
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» Worst xbox 360 advertisment ever
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» Stowebag 360
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» hacked?? WTF
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» 5 reasons to take firefox instead of IE
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» new style
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» ASSASIN'S CREED 2 FOOTAGE!
Brent Fox and John Nielson of NinjaBee EmptyWed Apr 09, 2008 11:40 pm by Admin

» Post Something!!
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» The Ultimate Gaming PC
Brent Fox and John Nielson of NinjaBee EmptyMon Mar 31, 2008 2:06 am by Admin

ASSASIN'S CREED 2 FOOTAGE!

Wed Apr 09, 2008 3:25 pm by Admin



Battlefield bad company beta details

Sun Mar 23, 2008 1:11 pm by Admin

March 20, 2008 - There's a multiplayer beta for Battlefield: Bad Company
on the way. Interested? Of course you are. This will be your chance to
give the Frostbite engine and its massively …

Enemy territory: Quake Wars Preview

Thu Mar 20, 2008 9:19 pm by Admin

March 20, 2008 - Wolfenstein 3D, Doom and Quake.
Three consecutive releases for a company, three unique intellectual
properties, and each will benchmark in the history of the first-person
shooter …

Call of Duty 4 Map Pack

Tue Mar 18, 2008 5:31 am by Admin

March 17, 2008 - In November of 2007 the gaming industry was formally introduced to the fourth installment in one of the most popular first-person franchises of the last decade. The hype train had …

Mass Effect: Bring Down the Sky Impressions (DLC)

Mon Mar 17, 2008 4:30 am by Admin

March 10, 2008 - BioWare released the first round of downloadable content for Mass Effect
today, so we hopped in the Normandy to check out the newest edition to
the galaxy, a nondescript hunk of …


    Brent Fox and John Nielson of NinjaBee

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    Number of posts : 501
    Age : 37
    Personalized field : Favourite games
    Personalized field : BioShock
    Personalized field : Ace Combat 6: Fires of Liberation
    Registration date : 2008-02-16

    Brent Fox and John Nielson of NinjaBee Empty Brent Fox and John Nielson of NinjaBee

    Post by Admin Thu Mar 13, 2008 6:28 pm

    What better way to find out about a new Xbox Live Arcade game then interrogate the developers? Can we clone? Should we clone? Can we clone our achievements? Smile


    NinjaBee has really started to make a name for itself. How did
    NinjaBee come about, and what brought you from the PC to the Xbox 360?


    Brent: Wahoo Studios has been around making games for almost
    five years. We have done a lot of traditional work-for-hire games for
    traditional publishers. A couple years ago we developed a demo for our
    idea of a tycoon game on a console. We pitched it to a bunch of
    publishers. Many of them liked the idea but couldn't take a risk
    because previous attempts of tycoon games on consoles had not sold
    well. We took our demo, finished it up and released it as a
    downloadable PC game. NinjaBee was formed to distinguish our traditional contract development from our internally developed games.

    We won some awards and got a little attention but we weren't great
    marketers. Not many people knew that NinjaBee existed. We then met with
    Ross Erickson, one of the geniuses behind Xbox Live
    Arcade. He explained how Xbox Live arcade was going to work on the
    Xbox360 and we jumped at the chance to make the game we had originally
    envisioned. We believed in Xbox Live arcade so much that we began
    working on Cloning Clyde even before the release of the Xbox360.


    What was your favorite thing about working on Cloning Clyde?

    John: It was a lot of fun to design, and the design came easy,
    but I think my favorite thing about working on the game was during the
    middle of production, when the animations and characters started coming
    together and we could finally see the design coming to life.


    How did you decide on what achievements to put in the game?

    John: We wanted the achievements to be spread throughout the
    game. We also wanted the achievements to come at more unpredictable
    times instead of always at the ends of the levels when you already feel
    you have achieved something. So taking those ideas and what we had, we
    came up with what you’ve got.


    How difficult would you say these achievements are to attain? Which achievement is going to be the most difficult? Most fun?

    The achievements range from SUPER easy to SUPER challenging. Probably
    the most difficult achievement will be to complete all of the levels
    under their par times. As far as fun, I think people will get a kick
    out of becoming a mutant-Clyde and discovering all his specialty powers.


    It seems that a lot of thought was put into the multiplayer, with
    tons of co-op levels and multiple versus arenas. Can you explain the
    two multiplayer modes a little more in-depth?


    John: We spent months figuring out how multiplayer would work,
    and implementing it all is definitely why the game has taken as long as
    it has to come out. The two modes are competitive, and co-op. The
    competitive mode allows two teams of Clydes to go head to head mutating
    into the animals to gain special powers, and seeking out their
    opponent’s security machines and cleverly destroying them while
    defending their own machines. For the cooperative mode, we wanted to
    make ALL of the single player levels available to maximize gameplay.
    This was always in the plan and was achievable with careful level
    design. As an added bonus, your cooperative gameplay doesn’t go
    uncounted, it is added to the stats you achieve in single-player mode.


    Super Challenge-Levels and Killer Kenn Action Figures: Explain.

    John: The super challenge levels were originally designed as
    additional downloadable content, but because of the heaviness of the
    schedule, we ended up just adding them for free. They are optional and
    give the player a little more of a challenge than the regular levels of
    the game.

    Killer Kenn Action Figures are what we decided to use as our
    collectable trinkets throughout the game. They have significance to me
    personally because my Grandfather’s nickname was Killer Kenn. I thought
    it would be cool to make Killer Kenn a hero that they made action
    figures out of. He also may figure heavily in my professional future.


    How does the soundtrack fit in with the game?

    John: This was a pain. There are a lot of limitations when
    working with such a small downloadable size. We originally wanted to
    have a lot more music in the game, and had an entire sound track
    written, but it soon became apparent that for this game, our long sound
    track would have to be cut. It took us a while to come up with shorter
    clips that worked, but in the end, we believe we came up with enough to
    keep the game feeling good as far as music goes. Hopefully, you’ll be
    too busy laughing and kicking chickens to notice the limitations.


    How close is the game to being completed? Is there an approximate
    launch date you're shooting for? How many points will it launch for?


    Brent: Microsoft still hasn't given an official release date yet
    but it will be very soon. Same with the price, but it will fit well
    with the pricing for the current Xbox Live Arcade games. Besides, all of the Xbox Live arcade games are such a great bargain anyway.


    Can we expect plenty of downloadable extras as you had for Outpost Kaloki X? What kind of downloadable content will there be?

    Brent: We believe in extra downloadable content. This will be a
    big part of many of our titles. More stuff makes everyone happy. On
    Cloning Clyde we put a lot of extra effort into the multiplayer aspects
    of the game. We feel like this was a smart move and we are really
    pleased with the results but unfortunately this left much less time to
    work on downloadable content. As John mentioned above, we had
    originally planned on making the Challenge levels in Clyde downloadable
    content, but we simply included them in the full game, instead.


    What's your thoughts on cloning in the real world? I can't say I'd
    be entirely opposed to cloning supermodels, unless there were chickens
    in the picture, also. That would just be wrong.


    Brent: We would need to have complete control over who could be
    cloned. All the world needs is another Gilbert Gottfried or Rosie Perez.


    Hmmm... On the other hand if we cloned our entire staff, we could make twice as many games.


    Was is an odd transition going from developing Outpost Kaloki X to Cloning Clyde?

    Brent: John Nielson approached us with Cloning Clyde even before
    Outpost Kaloki was finished. A couple of the Outpost Kaloki X team
    members helped out with Cloning Clyde, but a second team did most of
    the development. The games are tremendously different in gameplay but
    similar in attitude and style, so we feel that Clyde is a great
    emotional successor to Kaloki even though it breaks new technological
    and gameplay ground for our team.


    What does NinjaBee have planned next for Live Arcade? Any chance on bringing Void War to the Live Arcade?

    Brent: We have BIG plans for Xbox
    Live Arcade. This is such a great platform! There are no official
    announcements yet but I can say that we aren't working on anything
    similar to Outpost Kaloki X or Cloning Clyde. Every game we release
    will only be better than the previous. Anything is possible but we
    don't have any immediate plans for Void War.

    Thanks for the great interview, Brent and John. We can't wait to try
    Cloning Clyde out and try out the gameplay! Getting the achievements
    probably wouldn't hurt either.

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