AN INTERVIEW WITH EDY ZAHID

Note: This interview is released on April 2009.

Game Chronology
Game Stuck
Game Bugs
Game Humour
Game Funding
Game Expectation
Game Thanks
Favourite Game
Stuff on TV
The Next Plan
Opinion on Game Dev Scene in Malaysia
Advice on Newbie?

Question: Edy, tell us something about you. Are you really a person or some sort of mysterious figure controlled by a powerful being?

Edy: I'm a real person in flesh and blood. Edy Zahid is just an alias as some writers has their own alias. To summarize me in one sentence, I'm a low profile non-conformist idealistic full-time independent solo game developer who likes to watch TV and read stuff such as newspapers. I become serious in game development scene since 2004 when I'm working on this game project, previously known as Legacy: Rebel Wars.

Before that, I'm just hanging around observing people carrying out their daily activity lives and figuring out what the hell I'm going to do with my life. Then, something happen to me in 2000. It was that role playing game, Planescape Torment that inspired me to get involved in game development scene. It's rare to find a game that produce such an emotional impact.

Update on December 2009 - Currently I am working for a local game company developing their Flash RPG game called Math Quest. So technically I'm no longer a solo indie game developer. I'm just a regular game developer right now. I also change a little bit by becoming more practical instead of becoming too much idealistic as right now I get involved in casual games market. Well, people do change...

Game Chronology

Question: That's quite an interesting answer. Why does it takes so long for you to complete this game project?

Edy: Are you kidding me, man? I'm working on this game project all by myself with only a little tool and knowledge on my hand. When I started this project in 2001, I don't have any working computer to work on this project. I do have a computer but it's broken beyond repair.

Can you believe me if I say I start this project basically from nothing with almost no skill related to game development. I can't code properly, my drawing skill is crude and my writing skill is rusty. I have to teach myself a lot of things since that time until I have sufficient skills to get serious in 2004.

I buy C/C++ programming book and read it to help me to code properly. I also draw a lot especially human figure to improve my drawing skill. I also write a lot related to the game to practice my writing skill. During this time, I also working on a techno thriller novel called FPG 2012 to brush up my writing skill. Although writing it is fun, I didn't finish it because there's plenty of research to be made to make the novel look realistic.

When I get serious in 2004, the development process is painfully slow but once I reach certain level, you can see some real progress. In 2004, I start coding. In 2005, while working on the code, I start working on non game level data. In 2006, I start working on game level data while doing some crude arts for the game. In 2007, I'm doing some work on the art especially those sprite animation. In 2008 when Gamebrains help me by providing me a PC, I convert all those works into a game. And now in 2009, you can play the fruit of my labour for free!

You can read all of these details in news archive on the main page. Sometimes I'm amazed myself how the hell I got the preseverance to do all those things. Maybe that's because I care for this project. I want to see it get finished till the end.

Game Stuck?

Question: What's the hardest part in developing this game? What will you do if you get stuck during development? Does it make you want to give up?

Edy: I would say every aspect of this game is hard to develop as all of the game elements are built from scratch. This is because I don't use any available game development tool on the market ( remember I don't have any working computer ). If I have any working computer and use the tool at the time, the development process will become much easier for me. I would estimate it will cut development time by as much as 2 years. I probably will be able to release this game in early 2007.

Without any working computer, I have to write all the code and game data on paper. I also need to buy lots of mahjong papers to fill game level data. Can you imagine how many papers that I have to buy? At the end of 2007, I need 3 lever arch files to contain all those papers. There are basically close to 2000 A4 equivalent papers! You need to be highly organized to handle all those messy papers.

Of course I often get stuck during development. If I can't figure out how to achieve certain feature, I usually put the feature on hold and move on to working on some other aspect of the game. Usually the solution to certain feature might come out of nowhere when I'm working on something else.

If I get stuck, I usually don't give up because I can move on to do something else. That's the beauty of game development especially if you are a solo developer. There are so many thing you have to do during game development. Whenever you get stuck when working on certain elements, it is a sign that you are spending too much time on the elements which mean you need to move on to do something else.

So if I get stuck while doing some coding, I switch to fill some data for the game or draw some arts to be used in the game. It is this kind of habit that help me to sustain during that tedious development time. You can't do this kind of thing if you are working in a team.

Game Bugs

Question: How do you get rid bugs in the game? Surely there's plenty of bugs to be found, right?

Edy: Oh yes, if only you can imagine how plenty of bugs I have to deal! As it turns out, the more game features you introduce, the more bugs it will produce ( hey, it rhymes! ). Fortunately, I've been able to get rid some of it using old traditional way without using any debug feature in the compiler.

When I come across a bug, I will identify the bug as detail as possible. This is the hardest part because you tend to generalize the situation. Then I look at section of source code of which the bug starts. Most of the time the bug can be traced to silly mistakes such as assigning wrong variables. If I can't find the bug, then the cycle continues again. Maybe I identify the bug in a wrong way. If I can't fix the bug, I wrote the bug on a list as a reminder. I also figure out some temporary solution on how to handle the bug.

Trust me, getting rid of bugs is really a painful process. I think the best way not to produce more bugs is if you can somehow limit what kind of game features you can keep and game features you can get rid of. Usually the most impressive feature is the one who can produce lots of bugs.

To minimize bugs, I follow some guidelines while coding. Always coding clearly using descriptive names for variables, heavily comments the code and coding in simple ways. This habit will save you some time if you want to look around the code several months later when you want to get rid any bugs.

Game Humour

Question: I see there's plenty of humour to be found in the game. Are you are a funny man?

Edy: Sorry to disappoint you but I'm a serious man in person. The reason I put humour in the game is to offset the game difficulty. The game can be tough sometimes and if I didn't put any humour, the game tend to become too serious. It is possible you might give up playing the game and that is the last thing I want it to happen.

Humour is also part of my work signature. You can bet if I work on any game, you can find humour in it. So it is not surprising I like to play game that have some humour into it. My favourite game scene can be found in the Curse of Monkey Island. That cabana boy scene is pretty damn funny!

Game Funding

Question: How can you survive as a full time indie developer as you are not receiving any money for your game project?

Edy: I have other side income to support me while I'm working on the game project. It is not much but it really helps. I am a low maintenance guy as I don't own a car. Heck, I don't even use any handphone because it serves no purpose to me. I spends most of my time at home working on this game project. So the home is like a virtual office to me.

If you are a beginner in independent development scene, forget about getting any funding or money from someone else until you have finished yourself a working prototype of your game. People has become wiser to the fact that you have to show something worthwhile or they won't bother to entertain your request.

This is because people has realized it is so easy to screw up during development which might terminate the game project prematurely. Unfinished game project is a serious hazard in game development scenario. Out of 100 game projects started, only 5 of them get finished! It is a scary statistic but it genuinely reflects how risky it is to invest in game project.

Update on December 2009 - Finally I've convinced myself to get a handphone!

Game Expectation

Question: What's your expectation for the game?

Edy: I don't expect much. Just seeing it get finished has already make me a happy man. But I do hope the game can reach to many gamers who've played 2D tactical strategy or role-playing game before. Not many developers create this kind of game nowadays so I already had served a niche market.

I hope to extract some value of the game ( get some money, man! ) so I have some fund to develop the next game release. But due to the current global economic scenario, this is a tough act to achieve. Guys if you read this, please support me. If you like the game, upgrade it to full version.

It does not necessarily mean you have to pay. You can do some simple stuff for me that will help the game to get more exposure on the Internet. With more exposure, more people will become aware and want to try to play the game. Hopefully if they like it, they might upgrade it. So the cycle will continue over and over again.

Game Thanks

Question: Do you want to say thanks to anybody?

Edy: Now that you've mentioned it, I would like to say big thanks to Brett Bibby and some guys at Gamebrains for lending their PC for me to work on this game project and for some useful technical help. Without their help, I don't think this project will ever be finished. It probably be in a state of limbo for a long long long time.

I also would like to say thanks to Buzz and Aznan for trying to get me a PC although their effort did failed. So give yourself a pat on the back because I appreciate the effort.

Favourite Game

Question: What's your favourite game?

Edy: Now that's a tough question to answer. Actually I don't have a favourite game but I do play certain type of game such as role playing, turn-based strategy or even adventure game. I normally don't play action game but I confess I do play a lot of Tomb Raider games ( from the first until Tomb Raider Chronicles ).

Nevertheless, there are some games that impress me such as Planescape: Torment and Jagged Alliance 2. Planescape Torment has an impressive storyline to boot. This is the only game that gives me shiver while playing its ending. So the game had succeeded in giving an emotional impact to me.

Jagged Alliance 2 has some excellent personalities built into it. You can played the game over and over without getting bored because there's plenty of variation thrown into the game. Not to mention some mercenaries talks funny too. It's ashamed that not many developers create this kind of game nowadays.

Stuff on TV

Question: What kind of stuff you watch on TV?

Edy: All kind of crap, usually. Actually I only watch TV series or movies that belong to my favourite genre - science fiction, spy or supernatural. It's too many to list here. My favourite TV series is definitely Alias . I actually quite fascinated with Rambaldi on his crazy inventions and artifacts and also several crazy experiment projects. Those elements bring unusual substance to the show.

I do watch sitcom but that's a long time ago especially Seinfeld and Friends . It's ashamed they don't produce good sitcom nowadays. I also watch anime but only a few of them. If the main characters are teenagers or adults, I might watch it. Bleach is quite good along with Full Metal Alchemist . Melancholy of Haruhi Suzumiya is one of the most complex anime I've ever seen in term of theme and plot development as it cross the boundary of science fiction. You need to be a sci-fi fan to grasp some concept thrown into the anime.

At some point in time, I also watch a few Spanish telenovella especially the one who come from Columbia known as Yo Soy Betty La Fea ( Yes, I Am The Ugly Betty ). This is not a typical Spanish telenovella because the lead actress is ugly! Although the story evolved slowly, humour sustains it. It is quite an investment in time but well worth seeing the ending.

Nowadays I barely watch any stuff on TV due to health reason.

Question: You do read newspapers, eh?

Edy: I would say every game developer should read newspapers no matter how busy they are. This is where you might get your idea because there's plenty of stuff you can read on newspapers. It broaden your thinking horizon too because you'll read stuff you've never ever thought before.

If you don't have the time to read it daily, buy the newpapers anyway. Put those in one place and read it in the weekend or when you have some free time.

The Next Plan

Question: What's your next plan after you had finished this game project?

Edy: Now that I have the necessary skill and experience to finish a game in a scale such is this, I would love to work in a game development company that produce role-playing or strategy game. But due to the current global economic scenario and my health isn't so good right now, I would have to say no.

I definitely will continue developing another release for the game no matter how the response from the public. Since the game architechture has already been done, I'm just concentrating my effort on creating content. This is not so hard to do because major guidelines has already been set for all 6 campaigns. I just have to fill in lots and lots of small details. If I have some money, I might hire persons to do these for me so I can concentrate my effort on doing something else.

Regarding another projects, I have some board games that might be worthy to be converted to computer game. I also want to do a character simulation game with plenty of random elements. No, it's not like The Sims because the game features a lot of texts and minimal graphics. It's not even like the Kudos.

Opinion on Game Dev Scene in Malaysia

Question: What's your opinion on current game development scenario in Malaysia?

Edy: I'm afraid to say it's not favourable right now. That's all I have to say on this particular subject because I don't want to hurt people feeling. If you want to know more about it, check out IGDA Malaysian Chapter Forum on www.igda.org. Click on Forum Section, Asia Pacific Section and then Malaysia Section.

Nevertheless, there is still a hope. I believe the future in game development in Malaysia will come from independent development scene. Recently, I have seen some good stuff coming from those indie developers. If this trend continue in the foreseable future, these home grown talents will create a catalyst for others to join the development scene.

Advice on Newbie?

Question: Do you have any advice that you can give to anyone who want to become a game developer?

Edy: Now that I have accomplish something by finishing this game project, I think I am worthy enough to give some advice to newbie. First of all, if you want to become a game developer because you want to get a lot of money, forget about it, man! I repeat, forget about it! You'll probably get disappointed as game industry is a higly risky, unpredictable and competitive business throughout the world. If you want lots of money, there's plenty of other business you can venture.

I think the most valid reasons to become a game developer is if you like playing games and you like to develop the games that you like to play. If you have both of these reasons, it will sustain you throughout difficult times especially nowadays when the current global economic scenario looks bleak.

In truth, it's hard becoming a full time indie game developer in Malaysia. For the beginner, you probably will start as part time indie developer. You need to have a proper day job working for someone else while working on the game project during night or weekend. Once your game project producing enough money to sustain you to become a full time developer, then you can quit your day job. There could be a few full time indie game developers in Malaysia but I assume most of indie game developers are part time people.

I think the greatest asset a game developer have is his own health. If you are healthy, then you can do a lot of amazing thing no matter hard it seems. But if you are sick, even simple job can be a daunting task to you. I'm telling this from my own experience. Since I got sick from October 2008, the development process has been slow. I lost quite a productivity time. The sick becomes so bad to the point I wonder whether I can finish the game or not.

So guys, remember this - stay healthy all the time. Do not push yourself to the limit most of the time. Do not eat too much of junk or fast food. My mistake is I eat too much of those food to save time without realizing that thing can severely affect my stomach in the long run.

I think that's the best advice I can give to you all. Of course you will take this advice for granted if you are healthy. You can only appreciate the precious value of health if you become sick.