Billy Basso, developer of the Metroidvania game Animal Well, discusses creating the game's engine from scratch, animation handling, character movement, and more. Joe Nash, a developer and community builder, shares his journey from modding Garry’s Mod to game development. The podcast explores retro game visuals, input latency reduction, art creation, and building a game engine for independence and efficiency.
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Quick takeaways
Billy Basso developed Animal Well as a solo project over seven years, focusing on creating the game's engine from scratch and fine-tuning character movement.
Animal Well challenges genre stereotypes by offering no player guidance, encouraging intuitive learning of game mechanics, and featuring lush atmospheric environments packed with secrets.
The visual effects in Animal Well, including segmented display overlays and scanline effects, blend retro aesthetics with modern rendering techniques, enhancing the game's surreal and unique look.
Deep dives
Creating Animal Well as a Solo Project
Animal Well is a Metroidvania game developed as a solo project by Billy Basso over seven years. It's the first game released by Publisher Big Mode, founded by Jason Dunkey Gastro. Billy discusses creating the game's engine from scratch, handling animation, fine-tuning character movement, and more.
Animal Well: A Pixel Art Metroidvania
Animal Well offers no guidance to the player, featuring lush atmospheric environments and packed with secrets. The game focuses on learning game mechanics intuitively without explanations. Designed following Billy's desires with an unconventional pitch, the game challenges genre stereotypes.
Innovative Visual Effects in Animal Well
Visual effects like segmented display overlays add a surreal and unique look to the game. The scanline effect was inspired by retro gaming visuals, aiming for authenticity without distorting the pixel art style. Implementing the effect involved blending retro aesthetics with modern rendering techniques.
Implementation of Physics Simulations
Animal Well incorporates physics simulations in unexpected ways, such as smoke effects, fluid simulations, and water droplet interactions. These simulations add depth and visual interest to the game, enhancing the player's experience. The physics-driven tools and environmental effects in the game offer a unique and immersive gameplay.
Challenges in Porting Animal Well to Different Platforms
Porting Animal Well to various platforms presented challenges, with the graphics APIs on consoles being the most complex aspect of the process. Adapting the rendering engine for each platform, optimizing performance, and adjusting effects for specific hardware requirements required meticulous attention to detail and thorough testing.
Animal Well is a Metroidvania game developed as a solo project by Billy Basso over the course of seven years. It’s the first game released by publisher Bigmode, which was founded by Jason “Dunkey” Gastrow.
Billy joins the show to talk about creating Animal Well’s engine from scratch, how the game handles animation, fine-tuning character movement, and more.
Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.