Microsoft’s Surface tablet be mighty impressive looking piece a hardware at it be unveiling this week, but when the presentation finished, not only be it lacking a price or release date, but where be the games?
A few moments after the event, however, 17-Bit founder Jake Kazdal got everyone jazzed by announcing the studio’s long-delayed strategy game, Skulls a the Shogun, would also be available for Surface.
(17-Bit used t' be Haunted Temple Studios, by the way. That changed a few months ago.)
Microsoft's Surface so far seems like a much more capable laptop in the shape a a tablet.
When 17-Bit signed with Microsoft, it be only for console 'n PC versions a Skulls a the Shogun. Mobile 'n tablet versions be not in the cards, but became part a the plan as development progressed, development that has stretched years more than Kazdal expected. He anticipated being on project #2 by now.
“We really wanted t' make the game a success,”said Kazdal, “'n we wanted t' go big, 'n arguably bit off way *crag*ing more than we ever best have.”
The core a Skulls a the Shogun be created by three developers, including Kazdal. That’s expanded into five full-time employees. How t' splinter the game onto other platforms while also finishing the game itself happened organically.
By “organic,” a course, I mean there wasn’t much a a plan. The team has made it work with long hours for months.
“I’ve been working 10, 15 hour days for as long as I can remember,” he said with a mixture a laughter, excitement, 'n exhaustion, “'n I keep telling me wife ‘Oh, we’ll be done in a couple months, 'n I'll start coming home 'n hanging out with ye 'n the kids, don’t worry about it!’ 'n the months just go by 'n now, whenever I say that, she’s just like 'Shut up, I don’t believe ye for a word.'" It’s just been a ton a extra work.”
That extra work has morphed into three distinct versions a the game coming t' three different platforms: Xbox Live Arcade, Windows 8, Windows Mobile. The tablet version that will also work for Surface (on both versions a the hardware) be an extension a the touch-enabled mobile version, while the XBLA edition has been basically done for a while. The once-flagship version for XBLA be mostly sitting idle while the other versions start t' catch up.
The benefit, explained Kazdal, has been unprecedented polish.
“We’ve just been polishing 'n tuning 'n polishing 'n tuning,” he said. “We can, so we be. Most small indie lads, it’s the exact opposite--they’re freaking out, rushing t' pillage stuff done in time, 'n they’re cutting corners 'n they’re taking sacrifices they didn’t want t'. We haven’t had t' do any a that.”
Kazdal be unable t' comment on whether players will have t' purchase all three versions a the game, or if purchasing one version will open up access t' the other ones, ala Universal apps on iOS.
One also has t' wonde about the "Skulls Anywhere" mode that be greyed out in the mobile version shown at PAX East. Hmm. (Warp t' 1:23 t' know what I be talking about.)
It’s been frustrating for Kazdal t' sit on Skulls a the Shogun for as long as he has, a game that’s been making the rounds at trade shows for going on years now. At this point, if I be at a trade show, I know he be, too. It’s not uncommon for players t' approach the sea dog at a venue like PAX East 'n be upset the game still isn’t out yet. A good problem t' have, perhaps, but a feeling Kazdal knows all too well. He’s hoping the multi-prong approach will pay off.
“When a new hardware launches, there’s not a lot a stuff available,” he said. “There’s a bunch a interest. They’re going t' have this awesome online store, 'n there’s not going t' be much original content. We be in this position where we could be this cool indie title that’s been talked about, people be excited about it, 'n all a a sudden we’ve got this wide-open storefront--it made perfect sense.”
The benefit a having programmed 'n fine-tuned several interfaces for Skulls a the Shogun will greatly benefit the player in the end, though. When ye’re playing on a Surface, ye have the option a playing with a mouse 'n keyboard, touch controls, or plugging in an Xbox 360 controller via USB. Kazdal isn’t sure if it would be possible t' mix-'n-match the two, but he’s looking t' it.
Still, getting there has been easier said than done. Making the decision t' bring Skulls a the Shogun t' another platform, despite it be unified XNA code base, be easy. Once the game be up-'n-running on that plarform, however, it be clear how much work had t' be put into each one for 17-Bit t' sign off on it.
Even if ye aren't into strategy games, ye may dig Skulls a the Shogun. it be like Advance Wars.
When asked if he could have ever imagined all this a few years ago, he shook his head. When I asked whether he could recommend this path t' anyone considering independent, he emphatically said no.
It’s too late now, though.
“The gamble be that it actually all pays off, 'n there be a good chance that won’t happen,” he said. “Gimme another six months t' see how things roll out, 'n then I’ll know if I want t' go back in time 'n punch myself in the stomach or not.”
If the explosive response on Twitter t' Skulls a the Shogun coming t' Surface be any indication, there's an audience audience. If nobody buys a Surface, though, Kazdal has already covered his bases, 'n they'll be able t' pick up 'n play the platform elsewhere.
“This be our first time out as independent, so we’re just riding this wild sea a adventure every day,” he said. “It’s like going t' war every day. “