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Interviews
JUST ADVENTURE INTERVIEW WITH TIM FURNISH, HUNGRY SOFTWARE
by
Bob Freese
April 7,
2003
Tim, thanks a million
for spending some time with our JA readers! I think they’ll
find your story fascinating!
Quite alright.
A month ago, my editor
asked me if I’d be interested in doing
a review on a downloadable freeware adventure. “Freeware”,
are you kiddin’ me? I checked out your rather extensive and
enjoyable site, downloaded the game, and “signed on” immediately.
I was impressed – very impressed. Let’s start in the
beginning, please. Who is Tim Furnish, what is your background, and
how did you get interested in this crazy business?
Who am I? I’m
a 25 year old guy who since he can remember has passed the time
by
doodling, playing the guitar, eating copious
amounts of pizza and writing computer games. I currently living with
my girlfriend in Nottingham, England in a converted asylum. We moved
here because of me landing a job in the area - kind of a good idea
after four years of doing nothing much since graduating from university.
As for how I got
here… well, when I was a kid we had a Commodore
+4. It was the era of the Commodore 64 and Sinclair Spectrum and
other such powerful machines – and games for the lowly Commodore
+4 were pretty thin on the ground. A lot of games came in books and
magazines, and you had to type them in before running them. Thanks
to that, I started picking up what the different instructions actually
meant… and so I started trying to write my own games, using
what I’d learned. We’re talking BASIC with line numbers,
and graphically the machine could do 4 colours on screen at once
in what I think with hindsight was probably 160x200 resolution. Hardly
impressive stuff by today’s standards… but it got me
hooked. As the years went by, I studied computing at various levels
from GCSE to A level to degree, all the time writing my own silly
little games to amuse myself and anyone else who cared to try them
out. It was only a matter of time before I finished one and released
it on the internet. It was called Ducks, and I finished it while
I was at university. It’s still available today – although
it runs on fewer and fewer machines these days, thanks to Mr. Gates
changing the internal organs of his operating system every few years.
Of course, Ducks needed a website and a message board and an editor
so people could make their own levels… I guess that was probably
the point where I’d say I went from futzing about with games
in my spare time to actually being a game developer.
Tim, this is a quality
adventure game – more fun than many
retail games I’ve bought. Why freeware?
For a number of
reasons. First of all, for the 6 months before the game was released
I had
a full time job. I didn’t want to let
the first 95% of the game’s development go to waste, so I forced
myself to finish and release it, just to show the world that I had
actually been producing a game, not just some pretty pictures. By
the time it came to release it, I really, really wanted people to
see it – to see the whole thing, I didn’t care, I needed
an ego massage. I suppose I wanted to show it off. I thought it was
pretty damn good, and I wanted it to reach as wide an audience as
possible. What I didn’t want, on the other hand, was to have
any more work to do on it as it had sucked up a lot of my social
life and sleep already. Setting up a registration site and writing
an automatic email sending script and sending out unlock codes or
full versions to people wasn’t on my wish list. So, it’s
my gift to the world. And it’s a good advert for SLUDGE.
Although it’s covered in some detail on your web page, could
you take us briefly through the evolution of your game’s programming
language changes? Why did you decide on “SLUDGE”?
I originally started
writing the game for the Commodore Amiga as a side-on platformer,
with
the emphasis on puzzles rather than firefights
or jumping on enemies’ heads – kind of like Flashback,
which I was heavily into at the time. The language I was using was
called AMOS – pretty much the same as BASIC but with a bundle
of extra commands for handing sprites and images and sound effects
all built-in. I got as far as designing the first room – a
bedroom – and a puzzle with a fruit machine that you had to
break by inserting something coin-shaped that would jam up its internals.
But that was as far as I got, because I’d foolishly decided
that I was going to go one better than Flashback and have flights
of stairs, and it turned out that in my programming, er… well,
whatever the opposite of wisdom is, I couldn’t get the character
to follow diagonal lines properly. It wound me up no end, so I put
the project it on the back burner and tinkered with other stuff instead.
Then, at university,
I learned C and C++ and decided the time was right to try writing
the game again. This time it was going to be
a text adventure. I coded up the whole of the main character’s
bedroom, including a stereo which you could open and wire up incorrectly
so that it would play CDs backwards. Sadly it just wasn’t… well… interesting
to play, never mind to write. I really wanted the game to be graphical,
so that got canned too.
I knew I didn’t have the free time to write a point-and-click
adventure system, so the whole thing went nowhere until my final
year, during which we were all meant to undertake a year-long coursework-based
project in some field or other. Sure, we weren’t allowed to
write games – that was one of the rules. But nobody saw anything
wrong with me writing a game engine and accompanying editing system … and
of course, that would need testing. Thus, the first point-and-click
version of the game – by now called Out Of Order, for several
reasons – was born. And then died, because the year ended and
try as I might I just couldn’t stand to use the God-awful editing
software I’d just spent a year writing, despite getting a good
grade for it.
However, after
writing Ducks and creating the editor and a few of my own add-ons,
I decided
to give the Hurford game one last shot.
Or, rather, three. I tried writing a new system in C, which didn’t
work too well and was canned early on. Not too much of a waste, as
it would only have been for MS-DOS anyway. There were very few point-and-click
adventure engines out there – and those that were about simply
weren’t up to the challenge of helping me write the game I
wanted the world to see, so after a few weeks trying to get AGS and
AGAST to do what I wanted I started writing my own engine, this time
for Windows 95. I called it SLUDGE, standing for Scripting Language
for Unhindered Development of a Gaming Environment, kind of as an
homage to LucasArts’ SCUMM system.
The plan wasn’t originally to release the engine for mass
consumption, but I did want to write something reusable. My aim was
simply to write OOO over a few years, putting nothing game-specific
in the engine and having everything, from the interface to the menu
system to the actions available to the sound effects to the inventory,
all written in the scripting language itself. I had visions of producing
more adventure games using the same engine in a fraction of the time
once OOO was done. Letting the public use the engine was an afterthought,
despite the facts that (a) the engine was released a long time before
the game was finished and (b) other games written with SLUDGE, such
as Cubert Badbone and demos of Otto and Iggy’s Pointless Adventure,
were released first.
So why did I choose
SLUDGE to write the final version? I didn’t,
really. I tried writing the game with a lot of languages, and SLUDGE
is the one I happened to be using when it actually got finished.
If I hadn’t produced a full version of the game with SLUDGE,
chances are a few years on I’d be doing a 3D version using
something else. I’m kind of like that.
Was this production pretty much your own project, or did you have
a lot of collaboration?
Mine, through
and through. I had bits of help here and there – my
girlfriend’s responsible for Sylvia’s hair and boots,
for example – but it was mostly my own work. I also had a fair
few testers, including an ex-employee of Sierra responsible for much
of the programming on various Quest and Gabriel Knight games. I’d
like to think that without their valued and informed help and input,
the game would have been just the same but with fewer names on the
credits.
I thought your working
title “The Fantastic Adventures of
Hurford Schlitzting” was knee slapper – why the final
title “Out of Order”?
“The Fantastic Adventures of Hurford Schlitzting” sounded
a little to amateurish to me – like one of the hundreds of
10-screen default-interface 320x200 resolution home-made adventure
games that there are out there. Although maybe that’s just
my personal opinion, because that’s what I’d been calling
the past versions for years. But put it this way: Day Of The Tentacle
wasn’t called The Incredible Exploits of Bernard Bernoulli.
Full Throttle wasn’t called The Marvelous Escapades of Ben
Whatsisname. Even Gabriel Knight and Tex Murphy took a back seat,
name-wise, when their games were named. On top of which, the game
isn’t about Hurford at all - it just happens to feature him.
Anyone else in the title role would have been able to do exactly
the same stuff, and the game would have played exactly the same way.
Someone like Gabriel Knight maybe deserves to be in the title of
his games a little more, as he’s an integral part of the plot.
He finds out stuff about himself. He is the plot a lot of the time.
Hurford, it’s safe to say, isn’t. He’s pretty much
just a lazy dressing-gown-wearing onlooker, the player’s vehicle
for the duration of the story – and he’s happy that way,
so let’s not knock him for it.
So yeah, that’s why not. As for why… and I’ll
try to be cryptic here, for anyone that hasn’t played the game… first
of all, something electrical that’s responsible for the state
of The Town – the place where Hurford is trapped – is
broken, or more specifically stuck in a loop. Electrical + broken
= out of order. Plus, the way the baddies of the piece are treating
Hurford and his fellow residents is, some might say, right out of
order. Then we get to the time travel… yes, you have to solve
the game out of order. And finally, as the webpage says, if order
comes out of chaos, what comes out of order? I guess that’s
either a deep, meaningful, eternal truth – leave things to
chance and a pattern will emerge, try and organize everything too
much and it will degenerate into confusion – or it’s
just something which sounded moderately cool with which I could
fill up a little space on the front page of the OOO website.
Any gaming plans in your future?
Yes and no. People
have been asking about a sequel on the forums, which isn’t going to happen, certainly for the next few years.
Take a look at the credits, people! It says “2000 – 2003” for
crying out loud! On top of which, the job I landed in the summer
of last year is a job programming computer games – or, rather,
PS2, X-Box and GameCube games – and I don’t really want
to be coming home to do more of the same in my spare time. OOO and
Ducks helped my get the job, so I’m glad I did them… and
I’m very glad people enjoy playing them. Sadly I have bills
to pay and gainful employment was the only way to go. I’m currently
creating and coding puzzles and in-game cutscenes for a not-entirely-normal
action adventure which should be released in about a year and a half.
Just when the console-owning population were out of my reach…
The game’s making its first public appearance at this year’s
E3 – but no, I haven’t been invited, nor are the company
paying for me to fly out there. You don’t climb the ladder
that quickly. But it’s a start. And I’d certainly like
to think we haven’t seen the last of Hurford just yet. At least
I’ve left him somewhere better at the end of the game than
I landed him at the beginning. He’ll be OK there for a while,
until I throw another problem his way a few years along the line.
Well, I for one want to commend you for your efforts. The game provided
me plenty of laughs and I found many of your puzzles extremely fun
and innovative. Congratulations, and thanks very much for your time!
It was meant to
be hard-hitting social commentary! Damn, I’ve
failed again!
Heh heh heh!
Thanks Tim!!!!
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