The Indie Game Magazine September 2014 | Issue 41 | Page 11

redeem himself. Doubtful though. I actually later wanted to make Bob female, but I didn’t want my first main female character to be described as “a terrible human being.” I do have a few plans though, so we’ll see. IGM: How does DKCC decide which features to give people? Is it consistent, or is it different each time, no matter what? Kale: Well, Doktor Kale takes a sample of your DNA, pushes it through various tests and *bampf* there’s your Monster. It’s a patented process, so I can’t describe it here. On the other side, though - Whatever word you enter gets turned into a number, which is then used as an RNG seed. A random number generator is typically a table full of numbers that you start reading from at your seed point. Give it the same starting point? Get the same numbers - it’s reproducible. So, in other words - I get “random” numbers that are the same for the same word entered. These numbers are then used for choosing body parts, habitats, etc. As part of this, DKCC keeps a big list of things that can be liked & disliked. I then grab four things from the list - but don’t bother to exclude previously selected items (which means you can end up with “Likes: X, Dislikes X” and “Likes X & X”). Originally, I filtered it, but felt it was funnier to have monsters with conflictions, etc. Finally, there’s a few little adjustments if you enter your name and you’re someone I’ve put in an Easter egg for... just because I can. IGM: How long did each of your projects take? Kale: Heh, that’s a loaded question. Arnthak was about 4 years and still isn’t done. I think it’ll take another year to clean out all the old garbage and get it ticking over again when I get to it. QoS took 2 weeks for the base code, then I spent a few weeks trying out network play (it was done, seemed fun but had problems so I removed it), and has been a gradual improvement ever since. DKCC took about 16 hours of coding time (I started keeping timesheets), but the sprites were made casually over a week prior to the code being done. I’m trying to avoid another runaway project, so I’m keeping tabs of development time from now on, and trying to actually “recoup” the costs from it - I charge a project a dollar amount per hour, etc. It’s Interested in Reviewing Indie Game Software? IGM would love to publish your review of any software that can be used to develop future indie games. Contact us at [email protected] and let us know! The Indie Game Magazine | www.indiegamemag.com 11