🎀 Interview with SparkWing

2023幎 6月 25日
This article was featured in our 2023 June-July issue. Check out more articles and interviews in the full issue.

We had the pleasure of speaking with SparkWing about working on game jam titles and the fantasy-themed bullet hell, TANITANI WIZARD!


English (Translated)

Translated by Renkon

(2022) TANITANI WIZARD

Please tell us a little bit about yourself.

I call myself SparkWingGames on places like Twitter, but please feel free to call me すぱうい (SpaWi). At the company I used to work for, I was involved in the development of mobile games. I also occasionally did work as a back-end and Unity engineer. Currently, I mainly work as a Web engineer and programmer, and make games as a hobby.

How did you get started making games?

I have been interested in game development since I was a child. When I graduated from high school, I was torn between going to a vocational school for video game creators, or going to a regular four-year university. After weighing my options and taking into account both the cost of tuition and my post-graduation options, I enrolled in a local four-year university. After that, I entered an IT company as a new graduate, but changed jobs after that. I was assigned to the game development department at my next company, and that was how I got started working on games. During this time, mobile games were starting to ramp up in popularity, and I was involved in the development and operation of some of those booming mobile and smartphone games.

I started working on games on my own starting around 2021. When I was working on the production of large-scale smartphone games at my company, my contributions were but a fraction of what went into the final product, and felt that it would be difficult to make an entire game on my own. And I felt a growing distance between the sorts of games and genres that I enjoy playing, and the direction that profit-driven smartphone games had taken. Around that time, game engines such as Unity and Godot had started spreading in the public awareness. I felt that with these tools, I could create a small game by myself, and so I got started developing my own games.

What does your general game-making process look like?

My process for making games is very different depending on whether it is for a game jam or not.

When I participate in game jams, there are restrictions such as deadlines and following the theme of the jam. Because of this, my goal is to make my game within a set of clearly defined parameters, which makes it surprisingly easy to work on. For example, in a one-week game jam, I set a schedule with one day for planning, two days for programming, two days to create the game assets, and two days for debugging and fine-tuning. My plans often change significantly during this process, but I would say that this is the advantage of solo development. I like the flexibility that this allows me to change the game on the fly, and to consider whether the implementation of certain elements would be easy to carry out.

On the other hand, when I make games outside of jams, my process is essentially trial-and-error. If there are no restrictions, the scope of my project will spread out too far and it becomes difficult to rein it in. If there are no deadlines, the project tends to be hard to keep in check and to make progress. I was able to successfully complete work on TANITANI WIZARD, but I've run into several issues with my current project, and development has stalled out. But I also think that running into problems and finding better solutions is just part of game development.

Can you tell us about some of your favorite games and genres?

It's hard to narrow it down to just one game that I like the best, so here are five games that I like in particular:

  • Outer Wilds
  • 13 Sentinels: Aegis Rim
  • The Witcher 3: Wild Hunt
  • Undertale
  • Shin Megami Tensei III: Nocturne

As you can tell, I'm especially drawn to games where the story and game systems are tightly intertwined. Among them, Undertale can be said to be the gold standard of indie games, and I myself once got really into the engine it was made in, GameMaker. This is one of my favorite game engines.

In terms of playtime, I spend a lot of time playing roguelike/roguelite games and card games. The more difficult, the easier it is for me to become addicted. However, because that tendency disrupts my everyday life, I have recently started limiting myself from playing such games.

For more games that I like, I have recorded them on my blog. If you are interested, please take a look.

Please tell us about TANITANI WIZARD!

TANITANI WIZARD is a bullet hell shooting game where you can destroy everything. This sense of total destruction escalates until the final stage, where you destroy even the city and its inhabitants. It is a bit extreme, but this is also a feature of the game.

The divide between people who are very good at bullet hell shooting games and those who are very bad is quite stark, so this game has three difficulty settings: EASY/NORMAL/HARD. Since there are unlimited continues and you keep your power-ups if you die, it is designed to be relatively easy to clear even for those who are not good at bullet hell shooting games.

If you manage to clear the game on a single life, the entire playtime is around fifteen minutes. It is a small-scale game that allows you to experience a variety of stages within a short span of time.

What was your greatest influence when making TANITANI WIZARD?

The greatest influence when I was making this game was King's Knight, released by Squaresoft for the Famicom, and the shooting game Guwange by CAVE that used to run in arcades.

First, King's Knight was a game that I played when I was a kid, and even now I can vividly remember its high difficulty and the exhilaration of destroying every object on the field. I wanted to recreate that feeling of destruction, and that idea was what first led me to make a shooting game.

As for Guwange, it was my favorite among all the arcade fighting and shooting games that I regularly played. Even for a bullet hell, this was a very intense game, but it had a unique system that allowed you to slow down bullets using the shikigami that you controlled. I used that system as a reference for the mechanism in TANITANI WIZARD that lets you slow down enemy bullets.

The tanishi snails in this game are trustworthy and adorable. What was the reason for choosing tanishi snails?

I don't really know why I added tanishi snails. (laughs) I based its design off the mascot for the community Idobata. (ed. note: 井戞端 idobata means "around the well," and is used for a group of people making chit-chat.)

I felt that a system that slows down enemy fire like in Guwange, combined with the sticky mucus that snails secrete, would make a great combination. So I created the tanishi snail as a companion character for the player. Of course, I also like all kinds of snails in real life because they are charming. However, when it comes to slugs, which do not have shells and are considered pests, I have no tolerance for them, and often exterminate them.

What was the most challenging part of making TANITANI WIZARD?

There were two issues that were particularly challenging during the development of TANITANI WIZARD.

One was that I was making bullet hell patterns for the first time. It was difficult to prepare different attack patterns for the enemies, but I also enjoyed working on them. Among them, I had the most trouble with the boss characters. The boss characters switch up their movement and attack patterns depending on their remaining health, and I encountered and had to fix many bugs that popped up. As a result, the source code would be considered unforgivably messy had I been working in a team. Still, I realized that the ability to quickly implement changes and prioritize completing the game over having clean and beautiful code was an advantage of working as a solo developer.

Another challenge was creating the game graphics using my own pixel art. I spent most of my time making this art. Because my background was originally in programming, I was not very good at making art, so I ended up spending more time on it than I had anticipated. However, I think it was worth spending the time on these sprites because I can reuse them in future game projects.

(2021) Amaterasu in the dark

The cute and fun pixel art left a strong impression on us. How did you become interested in pixel art? Are there any pixel artists or works that you can recommend?

I got interested in pixel art from the games of the Famicom and Super Famicom generations. The games that I encountered as a child were expressed through pixel art, and I was strongly pulled to its unique charm. I wanted my own games to capture the charm and fun of those games, and so that's part of the reason why I went with pixel art for my work.

And one reason why I love indie games is because many of them also use pixel art. When thinking about the scale of production and working with available resources, pixel art can be said to be an ideal visual expression for games created by individuals or small teams. I used to be involved with the development of 3D games, but I feel that it would be a high hurdle to clear on my own. That experience deepened my appreciation of pixel art.

Regarding pixel art work, I would like to recommend Earthbound. The unique color balance and slightly off-putting pixel art still fascinates me to this day.

You've participated in many game jams in the past such as GMTK and Mini Jam. Can you tell us what is the appeal of entering in game jams?

One of the biggest draws of participating in a game jam is the deadline and theme limitations. These limits help me to realize my ideas and ride them to completion. When I first started developing games, I realized how difficult it is to complete a piece, and I think that game jams are the perfect place to practice.

Game jams also give participants the opportunity to get feedback on their work from their peers, and I really look forward to this. By seeing how other creators evaluate my work, and seeing what kinds of games they made, I can get inspiration for new ideas and look for areas of improvement in my own work.

On top of that, some game jams allow you to play a ton of other people's games. There are many unique works here that cannot be experienced in commercial releases, and by playing them, you can gain new perspectives and ideas. And due to the tight deadline of the jam, you will inevitably encounter many low-quality entries. But by playing them, we can reflect on the "obvious quality" of games that we normally enjoy. For example, if the controls are frustrating, you will lose motivation to keep playing before the game can become interesting; and if there is too much camera shake, you will find that your eyes get tired and you won't be able to play for long periods of time.

However, participating in game jams also has its drawbacks. One of them is the fatigue that hits afterwards. You need to maintain a high level of concentration and energy during the jam, and it's easy to burn out once it's over. I think it's a good idea to take some time off after participating.

(2021) Moon Hammer

Can you tell us about any other games you worked on in the past?

Moon Hammer was my entry to my first game jam, the GMTK Game Jam 2021. It is a simple game that can be played using only the up and down keys, and because it's easy to pick up and was easy to make, I gained confidence in my ability to create games. I was very happy when Nice Gear Games streamed it, and it's a work with a lot of strong memories.

SlotMachineDungeon was made for Mini Jam 114: Anime². I personally enjoy playing this game, and I received a lot of feedback. I wanted to expand on this game after the jam ended, but afterwards, I got burned out for a while and took a break from game development.

PUSH TANISHI PUZZLE is a game I made independently from any jams. This is a simple Sokoban-type puzzle game, and I gave it a personal touch by using pixel art that I had made myself. The experience I gained from making this game was an important step on my journey to make TANITANI WIZARD.

(2022) SlotMachineDungeon

You've worked with many different genres. Can you tell us which has been your favorite to work with so far?

The game genre that I enjoyed working with the most is simulation RPG, and I especially liked working on FallenAngelSaga. I've always loved SRPGs like the Fire Emblem series, the Super Robot series, and Majin Tensei 2, so it was a great pleasure to be able to create such games on my own. It was a bit difficult to balance the different numbers and stats, but I won't forget the sense of accomplishment I felt whenever I got that balance just right.

But on the other side, I struggled to create levels in the latter half of PUSH TANISHI PUZZLE, my Sokoban-type game. This led me to the realize, "I am not suited to make puzzle games!" However, in its own way, this was an opportunity for me to learn new things and to broaden my horizons as a game developer.

(2021) FallenAngelSaga

Can you tell us about anything you are currently working on?

I was addicted to playing Vampire Survivors-like games for a while, and that made me want to create my own, but that project got stalled out. I programmed the basics and designed the UI, but when I reached the phase where I needed to churn out a high volume of content such as skills and enemy characters, progress petered out. I was also dealing with a major change in my private life, and that might have had an effect.

When making a game as a hobbyist rather than a professional, it is easy to hit setbacks along the way. However, at the same time, it is also an advantage to be able to easily abandon projects. From this experience, I feel that making games with a high volume of content may not be for me. At the moment, I want to focus more on making short games.

Do you have any messages for your players?

I would like to express my gratitude to all of the players who enjoyed the pixel art games that I've made. I love retro pixel art games as well, and I hope more people enjoy them. So far in my life, I've experienced being rescued from troubles and sadness through the sheer enjoyment of video games. And there is still a mountain of titles I haven't played yet, and that motivates me to live a long and healthy life! I want the games that I make to be a part of someone else's life. By making such games, I hope to repay the kindness I have received through games.

Thank you for reading this interview.

Thank you for sharing your thoughts with us!


日本語

(2022) TANITANI WIZARD

自己玹介しおください。

TwitterなどでSparkWingGamesず名乗っおおりたすが、 すぱういず略しおいただいお構いたせん。以前勀めおいた䌚瀟では、スマヌトフォンゲヌムの開発に携わり、バック゚ンド゚ンゞニアをしおいたり、Unity゚ンゞニアをしおいた時期もありたした。珟圚はWeb系の゚ンゞニア、プログラマヌずしお本業を続けながら、個人的にゲヌム開発を趣味ずしおいたす。

ゲヌム䜜りを始めたきっかけはなんですか。

子䟛の頃からゲヌム開発には興味を持っおいたした。高校卒業時に、ゲヌムクリ゚むタヌ専門孊校ぞの進孊するか䞀般の幎制倧孊ぞの進孊するかの遞択肢で悩みたした。しかし、費甚面や将来の遞択肢の広さを考慮しお、地元の幎制倧孊に進孊したした。その埌、システム関連の䌚瀟に新卒で入瀟したしたが、初めおゲヌム開発に手を出したのは次の職で、その䌚瀟のゲヌム開発郚門に配属された時でした。これはモバむルゲヌムが人気を集め始めた時期で、私もその流れでモバむルゲヌム・スマヌトフォンゲヌムの開発・運甚に関わるこずずなりたした。

個人的にゲヌム開発を始めたのは2021幎頃です。䌚瀟で倧芏暡なスマヌトフォンゲヌムの制䜜に携わっおいるず、自分の圹割は䞀郚分に過ぎず、党䜓を手がけるこずは難しいず感じおいたした。たた、自分が奜きなゲヌムゞャンルず、ビゞネス面の匷いスマヌトフォンゲヌムの方向性ずで志向性のズレが倧きくなっおきおいたした。その頃、UnityやGodot Engineずいったゲヌム゚ンゞンが䞀般に普及し始めたした。これらのツヌルにより、䞀人でも小芏暡なゲヌムを䜜るこずが可胜だず感じ、自分だけのゲヌム開発を始めたした。

ゲヌムを䜜るずきに、どのようなプロセスで䜜成されおいたすか。

ゲヌムを䜜る際のプロセスは、ゲヌムゞャムに参加するかどうかで倧きく異なりたす。

ゲヌムゞャムに参加する堎合、開発の期限やテヌマなどの制玄があるため、その範囲内でどうゲヌムを䜜り䞊げるかずいう明確な目暙があり、意倖ず開発が進めやすいです。䟋えば、1週間のゲヌムゞャムでは、䌁画に1日、プログラミングに2日、玠材䜜成に2日、デバッグやパラメヌタ調敎に2日ずいったスケゞュヌルを蚭定したす。開発過皋で䌁画が倧幅に倉わるこずもよくありたすが、これはむしろ䞀人開発の利点ずも蚀えたす。実装が容易かどうかを考慮に入れながら柔軟にゲヌムの仕様を倉曎できる点が気に入っおいたす。

䞀方、ゲヌムゞャムを通じずにゲヌムを䜜る堎合、そのプロセスはただ詊行錯誀の段階です。制玄がないず、䌁画内容が広がりすぎお集玄が難しいず感じたすし、期限がないず開発に締たりがなく、進行が難しくなる傟向がありたす。私が開発した「TANITANI WIZARD」は無事に完成したしたが、珟圚開発䞭のゲヌムはいく぀かの問題により停滞しおいたす。でも、これらの問題を解決し、より良い開発プロセスを芋぀けるこずもゲヌム䜜りの䞀郚ず考えおいたす。

もしよろしければ、ご本人にずっお䞀番奜きなゲヌムや奜きなゞャンルをご玹介お願いしたす。

最も奜きなゲヌムを䞀぀に絞るのは難しいので、特に気に入っおいる5぀のゲヌムを玹介したす。

  • Outer Wilds
  • 十䞉機兵防衛圏
  • The Witcher 3: Wild Hunt
  • Undertale
  • 真女神転生3ノクタヌン

このリストから分かるように、私はストヌリヌずゲヌムシステムが緻密に絡み合っおいる䜜品に特に魅力を感じたす。䞭でも「Undertale」はむンディヌゲヌムの金字塔ずも蚀え、制䜜に䜿われたゲヌム゚ンゞン「GameMaker」に私自身も䞀時期はたっおいたした。これは私が奜きなゲヌム゚ンゞンの䞀぀でもありたす。

プレむ時間で蚀えば、ロヌグラむク・ロヌグラむトゲヌムやカヌドゲヌムにかなりの時間を費やしおいたす。難易床が高いほど、そのゲヌムに熱䞭しやすい傟向がありたす。しかし、その傟向が日垞生掻に圱響を及がすこずがあるため、最近はそのようなゲヌムを制限するようにしおいたす。

他にも気に入っおいるゲヌムに぀いおは、私のブログののペヌゞに蚘録しおいたす。興味があればぜひご芧ください。

この床の「TANITANI WIZARD」ずいう䜜品に぀いおご玹介お願いしたす。

はい、「TANITANI WIZARD」は、党おを砎壊可胜な匟幕シュヌティングゲヌムです。その党砎壊性は最終ステヌゞに至るたで拡倧し、街や䜏民たで砎壊するこずになりたす。それが少し過激な衚珟かもしれたせんが、これが本䜜の特城でもありたす。

匟幕シュヌティングゲヌムは人によっお埗意䞍埗意が激しいため、EASY/NORMAL/HARDの3皮類のモヌドを甚意しおいたす。無制限にコンティニュヌが可胜で、パワヌアップ状態もゲヌム間で維持されるため、匟幕系シュヌティングゲヌムが苊手な方でも比范的クリアしやすい蚭蚈になっおいたす。

ノヌコンティニュヌでのプレむ時間は玄15分前埌ずなりたす。それだけで党ステヌゞを䜓隓できる小芏暡な䜜品ずなっおいたす。

「TANITANI WIZARD」を䜜成するにあたり、最も圱響を受けたものは䜕ですか?䟋えば、ほかのゲヌムや映画など䜕でも構いたせん

䜜成する際に最も圱響を受けたのは、スクりェアがファミリヌコンピュヌタヌ向けにリリヌスした「キングスナむト」ずいうゲヌムず、アヌケヌドで皌働しおいたCAVE䜜の「ぐわんげ」ずいう匟幕STGです。

たず、「キングスナむト」は私が子䟛の頃に遊んだゲヌムで、その難易床ずフィヌルド党䜓を砎壊する爜快感が今でも鮮明に蚘憶に残っおいたす。その砎壊の快感を再珟しようずいうアむデアが、私がシュヌティングゲヌムを䜜る最初の動機になりたした。

そしお「ぐわんげ」は、ゲヌムセンタヌでの私の定番だった察戊栌闘ゲヌムや匟幕STGの䞭でも特にお気に入りだった䜜品です。匟幕が非垞に激しいゲヌムでしたが、操䜜する匏神に匟が觊れるず匟速が遅くなるずいう独特のシステムがありたした。そのシステムが今回の「TANITANI WIZARD」における、敵の匟を遅くするメカニズムの参考になりたした。

タニシがずおも献身的でかわいいです。このゲヌムにタニシを遞んだ理由は䜕ですか。

タニシが登堎するのはよく分からないですよね。 これは、私が参加しおいる「井戞端」ずいうコミュニティのマスコット的キャラクタヌからきおいたす。

「ぐわんげ」の敵の匟を遅くするシステムず、タニシが分泌するネバネバした粘液の特性が良い組み合わせになるず感じたので、お䟛キャラクタヌずしお登堎させたした。 もちろん、珟実䞖界のタニシやカタツムリも愛嬌があっお奜きです。ただ、その䞀方で殻を持たない「ナメクゞ」に぀いおは、害虫ずしおの偎面があり、苊手意識を持぀ため、よく駆陀しおいたす。

「TANITANI WIZARD」を䜜成するにあたり最も挑戊したこずなどはありたすか。

「TANITANI WIZARD」の制䜜に際し、特に挑戊したのは二぀の郚分がありたす。

䞀぀は、初めお取り組んだ匟幕STGのパタヌン䜜りでした。敵が出すさたざたな匟幕パタヌンを甚意するのは倧倉でしたが、それがたた制䜜の楜しさに぀ながりたした。その䞭でも、ボスキャラクタヌの実装は特に困難でした。ボスの残り䜓力に応じお移動パタヌンや匟幕パタヌンを切り替える凊理は、バグが倚発し、その郜床修正に远われたした。その結果、コヌドはチヌム開発では蚱されないレベルでぐちゃぐちゃになっおいたした。それでも、実装に重きを眮き、矎しいコヌドよりもゲヌム完成を優先できるずいうのは、個人開発ならではの利点だず実感したした。

もう䞀぀挑戊だったのは、ゲヌムのグラフィック玠材を自分でドット絵ずしお制䜜するこずでした。制䜜期間の倧半をこのドット絵䜜りに費やしたした。元々プログラマヌずしおのバックグラりンドを持぀私にずっお、アヌト関連の䜜業は埗意ではなかったため、そこに想定以䞊に時間をかけるこずになりたした。ただ、今回䜜った玠材は次に別のゲヌムを制䜜する時にも匕き続き利甚可胜だず思うず、時間をかけお䜜るこずは有意矩だず思いたす。

(2021) Amaterasu in the dark

楜しくかわいいドット絵がずおも印象的です。ドット絵に興味を持ったきっかけに぀いお教えおください。おすすめのドット絵アヌティスト、ドット絵の䜜品があればご玹介お願いしたす。

私がドット絵に興味を持ったきっかけは、ファミコンやスヌパヌファミコン時代のゲヌムにありたす。私が子䟛の頃に觊れたそれらのゲヌムの芖芚衚珟がドット絵であり、その独特な魅力に匷く匕かれたした。その「面癜さ」を自分自身のゲヌムで再珟したいずいう思いが垞にあり、それが私が自分のゲヌムを䜜る際にドット絵を遞んでいる理由の䞀郚です。

たた、私がむンディヌゲヌムを愛する理由の䞀぀に、ドット絵を䜿甚しおいる䜜品が倚いこずも挙げられたす。制䜜芏暡やリ゜ヌスの芳点からも、ドット絵は個人や小芏暡なチヌムで䜜るゲヌムにずっおは理想的なビゞュアル衚珟手段ず蚀えたす。以前は3Dゲヌムの開発にも関わっおいたしたが、個人で扱うには実装難易床が高いず感じた経隓もあり、その経隓がドット絵ぞの傟倒を䞀局深めるこずになりたした。

おすすめのドット絵䜜品ずしおは、「MOTHER2」を挙げたいず思いたす。その独特な色圩バランスずちょっず厩れた感じのタッチのドット絵は、今でも私を深く魅了しおいたす。

GMTKやMini Jamのようなゲヌムゞャムにもたくさん参加されおいたすが、ゲヌムゞャムに参加するこずの魅力を教えおください。

ゲヌムゞャムに参加する魅力ずしお最も倧きいのは、完成たでの期限ずテヌマによる制玄があるこずです。これらの制玄が、ゲヌムのアむデアを具珟化し、そしお完成させるプロセスを促進したす。ゲヌム開発を始めおみるず、䜜品を完成させるこずがどれほど難しいかを痛感したすが、ゲヌムゞャムはその緎習に最適な堎だず思いたす。

たた、ゲヌムゞャムでは参加者同士で䜜品のレビュヌを行う機䌚もあり、それが私にずっお倧きな楜しみです。他の参加者が自分の䜜品にどのような評䟡を䞋すのか、たた圌らがどのような䜜品を䜜り䞊げたのかを芋るこずで、新たなむンスピレヌションを埗たり、自身の䜜品に改善点を芋぀けたりするこずができたす。

さらに、ゲヌムゞャムによっおは、他の参加者が䜜ったゲヌムを倧量にプレむするこずも可胜です。ここには、垂販のゲヌムでは味わえないような独特の䜜品が倚く、それらをプレむするこずで新たな芖点やアむデアを埗るこずができたす。たた、制䜜期間が限られおいるため、必然的にクオリティが䜎い䜜品も倚いですが、それらをプレむするこずで、私たちが日垞的に享受しおいるゲヌムの「圓たり前の品質」を再認識できたす。䟋えば、操䜜性が悪いず面癜い以前にプレむを継続するモチベヌションを倱いたすし、カメラのシェむクが倚すぎるゲヌムは目が疲れお長時間プレむできないず分かりたす。

しかし、ゲヌムゞャムの参加にはデメリットもありたす。その䞀぀が、ゲヌムゞャムが終わった埌の疲劎感です。期間䞭は高い集䞭力ず゚ネルギヌを維持し続ける必芁があり、それが終わった埌には燃え尜き症候矀のような状態に陥りやすいです。参加埌は䌑憩時間を確保した方が良いかず思いたす。

(2021) Moon Hammer

もしよろしければ、これ以倖に䜜成したゲヌムに぀いおご玹介お願いしたす。

「Moon Hammer」は、私が初めおゲヌムゞャム(GMTK Game Jam 2021)に参加しお制䜜した䜜品です。このゲヌムは、䞊䞋キヌのみで操䜜するシンプルなゲヌムで、その分かりやすさず制䜜の簡䟿さが自身のゲヌム開発に察するスタンスを再確認させおくれたした。Nice Gear Gamesさんにも実況しお貰えたのがずおも嬉しくお思い出の匷い䜜品です。

「SlotMachineDungeon」は、Mini Jam 114: Anime²で制䜜したゲヌムです。このゲヌムでは、自分自身がプレむしおも楜しむこずができ、倚くの評䟡を頂くこずができたした。ゲヌムゞャム終了埌に拡匵しおいきたいなず思っおいたのですが、このゲヌム制䜜埌にしばらく燃え尜きおゲヌム開発を䌑んでいたした。

「PUSH TANISHI PUZZLE」は、ゲヌムゞャムに参加せず、独自に制䜜した䜜品です。これは倉庫番タむプのシンプルなパズルゲヌムで、自身で制䜜したドット絵を䜿うこずで、自䜜のゲヌムずしお独自性を持たせるこずができたした。このゲヌムを制䜜した経隓は、「TANITANI WIZARD」を䜜るためのステップずなりたした。

(2022) SlotMachineDungeon

たくさんのゞャンルのゲヌムを䜜成されおいたすが、今たでで最も䜜っおいお楜しかったゲヌムゞャンルは䜕ですか。

私が最も楜しく感じたゲヌムゞャンルは、SRPGで、その䞭でも「FallenAngelSaga」ずいう䜜品の制䜜が特に楜しかったです。私は元々FEシリヌズやスヌパヌロボット倧戊シリヌズ、魔神転生2などのSRPGが倧奜きで、自分自身でそのような䜜品を䜜るこずができたこずは、倧きな喜びずなりたした。特に、パラメヌタヌ調敎が難しかったのですが、自分自身で満足できるバランスに調敎するこずができたずきの達成感が印象的でした。

䞀方で、「PUSH TANISHI PUZZLE」ずいう倉庫番タむプのパズルゲヌムは、埌半のレベル䜜成に苊劎したした。これは、「自分がパズルゲヌムの問題䜜成に向いおいない!」ずいう自己認識を新たにする機䌚ずなりたした。しかし、それはそれで新たな孊びずなり、ゲヌム開発者ずしおの芖野を広げるこずができたず思っおいたす。

(2021) FallenAngelSaga

今はどのようなプロゞェクトを進めおいたすか。今䜜っおいるゲヌムなどをもしよろしければご玹介お願いしたす。

Vampire Survivors系ゲヌムに䞀時期ハマっおいた圱響で、私もVampire Survivors系ゲヌムを目指しお䜜成しおいたのですが、䞀旊停滞しおいたす。プログラムの基本的な郚分や画面蚭蚈などは進んできたのですが、スキルや敵キャラクタヌの远加など、量産が必芁なフェヌズに差し掛かったずころで進行が止たっおしたいたした。この状況は、プラむベヌトでの倧きな倉化も圱響しおいるかもしれたせん。

趣味のゲヌム開発は、プロの仕事ず異なり、途䞭で挫折しやすいずいう面がありたす。しかし、それは同時に気軜にプロゞェクトを芋切るこずもできるずいうメリットでもありたす。私はこの経隓から、「ボリュヌム勝負」のゲヌム䜜りは自分に向いおいないかもしれないず感じおいたす。珟圚はもっず短線のゲヌムを䜜りたい気分です。

プレむダヌの皆さんぞ䜕かメッセヌゞがあれば䞀蚀お願いしたす。

私の䜜ったドット絵ゲヌムを楜しんでいただけるプレむダヌの皆さんに感謝の気持ちを䌝えたいです。私もレトロなドット絵ゲヌムが倧奜きで、そういったゲヌムがもっず倚くの人々に楜したれるこずを願っおいたす。 今たでの人生においお、困難や悲しみの䞭でゲヌムの楜しさに救われた経隓がありたす。そしお、今も未プレむのゲヌムを山ほど積んでいるので、「健康で長生きするぞ」ずいうモチベヌションに繋がっおいたす。 私自身が䜜るゲヌムで、誰かの人生の䞀郚になれたらず思いたす。そのようなゲヌムを䜜るこずで、ゲヌムに察しお感じおいる恩返しをできればず思っおいたす。

蚘事をお読みいただき、ありがずうございたした。

この床はむンタビュヌにご協力いただき誠にありがずうございたす。

You can follow SparkWing on Twitter @sparklewing925. Find more of their games on their itch profile and their writing on Scrapbox blog.

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