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Article - 'Interview with Trihan' by KaosTenshi

An item about Miscellanious posted on Jan 14, 2004


KaosTenshi talks with Trihan about the RM2K Blitzball project, and his game 'Tundra' that's been in the making since November of 2001.


Everyone knows youfre currently working on the gRM2K Blitzballh project. Just what inspired you to turn this 3D game into a 2D game?
Well the first time I seriously thought about it was when I was talking to Magnus from rm2k universe, and the conversation turned to Blitzball. He said he was making a Blitzball game in rm2k, but needed my help with it. So I was trying to relay instructions to him via AIM, which as you probably know can get frustrating when the person on the other end doesn't understand what you're saying. Eventually I said that I would make the coding part and Magnus would do the graphics for it.

Sure sounds like a big task you've taken on... What do you believe has been the biggest difficulty in the RM2K Blitzball project?
Finding the time to work on it amid everything else I'm doing. :P Other than that, I'd say coding the shooting and passing features. Rm2k wasn't made for it, so I had to do some little workarounds to make it all come together.

How did you first get into game making? What was your first game-making project?
Tundra was and still is my first project. I went a slightly different way from most makers. A lot of people made one or two crappy games to get used to rm2k, scrapped them and went onto a proper project. I sort of did the same, but it's all been on the same project. I took what was originally a bad game, and added to it with the experience I gained from being in the community longer.

How do you think your work has evolved since you first started? Has it moved in any particular direction other than just 'getting better'?
I'm an avid RPG player, and I think that's helped me with constructing ideas for my game. I'm also a naturally talented writer, which helps with storylines, I think. I've written songs, poems, books and short stories before, so I concentrate more on telling my story than anything else.

You mentioned that you gained experience from being in the community longer, which you then put into Tundra. What do you believe has been the most influential part of the community on your game-making style?
Probably watching the reactions of community members to certain things, and getting feedback on certain elements of things I intended to put in my own game.

If you could change the RPG making community in any one way, what would it be?
Hmm, that's an interesting question. I think people in the community overreact a lot to simple things, and get into flame wars for trivial reasons. It's divided us all up, and it didn't have to be like that. That's probably what I would change.

So, is there anything you'd like to tell everyone about Tundra, to spark interest for when it's released?
Well, it's one of the only RPGs about the entire world freezing. ;) I told Faust part of the storyline, and he was very impressed. I hope that everyone else will be as excited about it as he is.

Freezing? Certainly a unique twist! Do you have any idea when a demo may be released, or are you keeping it under wraps for the meantime?
Well Tundra's been in the making since November 2001, so I don't really know when a demo will be released. It shouldn't be too much longer, and I think it'll be worth the wait.

That's a long time to be working on a single game, but I know I'm waiting on it now. So, do you have anything else you'd like to add as closing comments?
Well I'd like to thank you for asking me to do this interview, first of all. Actually, I think that's about it.

And I'd like to thank you very much for letting me interview you. It's been great talking to you, and good luck on Tundra and RM2K Blitzball!
Thanks. You too.