Kongregate Game Whre You Can t Play Again After Beating It

One of the games with the highest number of plays on Kongregate.com is Mutilate-a-Doll ii: a sandbox game where -- you guessed it -- players tin take control of a ragdoll and expose information technology to everything their imagination can come up with. Boasting 36 meg plays, one,700+ items, and a ton of user-generated content, MaD2's premium edition has finally come up to Kartridge.

Nosotros got to conversation with 0rava (Dash-rava) about his experience with MaD2 and its journey from online project to downloadable sandbox sensation.

Are you an independent developer? How long have you been developing games?

I'm a solo developer who's been making games for a decade or so at present, since 2008...ish.

I'grand primarily cocky-taught when it comes to programming, so the exact "How long take yous been developing games?" timeframe is a bit fuzzy for me. A lot of my early on stuff was simply me learning how to make games in the beginning place, then there were lots of tutorial clones and experimental prototypes (non so much bodily games) in the start.

I grew up watching animations and playing Wink games in schoolhouse. Inspired, I picked up doodling animations myself, and so gravitated from small code snippets, to interactive stuff, to bodily games. But honestly? I didn't even know game development was seriously an option.

The 18-year-former fresh-out-of-high school me just made stuff I thought was cool, and so ended up releasing Mutilate-a-Doll (MaD) on Kongregate in 2010, because someone else on a forum I shared information technology on thought information technology was cool, likewise. MaD was released on a whim, simply I'grand really glad it was.

At commencement it was nifty to see thousands of gameplays on Kongregate ("Whoa, people are playing my game!") simply then I also kept getting tons of histrion feedback, and my first cheque arrived in the mail for a whopping $27 in ad revenue, and suddenly condign a gamedev was actually an option.

So I did.

Were you a gamer before you started making your own games?

I've played games pretty much ever since I tin remember, starting with SNES, Genesis, and Windows 95: Mario Bros., Road Rash, Mortal Kombat, Jazz Jackrabbit, Liero, and and so along during the belatedly '90s.

After that I was super into RuneScape and Soldat, which pretty much consumed most of my school years during the '00s.

Nowadays I play pretty much whenever I'm not working (and sometimes during... let'southward call it market research...), either VR or pancake games of all kinds.

What are your favorite games or influences?

Soldat
While playing Soldat I first dipped my toes into modding (in Pascal), which got me into programming in the first identify. And to this date I hold Soldat's motion system as the all-time e'er made for a 2nd platformer. The fluid movement possible made the game an accented pleasance to play, and simultaneously pretty much ruined all other platformers e'er since for me.

South.T.A.50.Yard.Eastward.R. (Serial)
While far from perfect, it'due south still my favourite shooter series.

The highlight of these games is the A-Life arrangement, which differentiates them from everything else. In the end it'southward really just pretty uncomplicated things like stalkers moving between camps, getting into fights with mutants, or hunting artifacts, but it adds a lot to the world. Other games have tried to add together similar things, only often they're scripted interactions instead of fully dynamic, which sucks all the fun out of it.

Neither of the higher up have direct influenced MaD due to being such different genres, but maybe i day I'll make the very all-time 2D platformer, or the grittiest mail-apocalyptic shooter of my own. Time will tell.

How did you come with the idea for your game? Was it based on a concept from some other series?

A lot of people have compared MaD to Interactive Buddy in the past, but it may come up equally a surprise to many that it wasn't the original source of inspiration for the game. Instead, the original MaD was directly inspired by the physics game Splitter, which also uses Box2D as its physics engine.

Immediately later first playing Splitter, I set out to replicate its cutter system. Physics games had been all the rage for a while already at that point, but the cutting in Splitter was unlike anything I'd seen before at the fourth dimension.

Later on eventually getting the cutter working, ragdolls came next pretty naturally because I needed something a bit more complex than squares to slice and dice… And the project just grew from there: Add together some weapons that can cut… Sprinkle in some destructive explosions… And voilĂ .

And so a few years and a lot of items later, MaD2 followed in the footsteps of the first one; though changing and improving a lot of things forth the way, the cutter was still the central feature of the game.

Is there something well-nigh this game genre that inspired you?

For me, emergent gameplay is the holy grail of game development, and keeping things as dynamic equally possible paves the way in that location. I've always been a fan of items and powers that you lot can utilise to affect or alter things in wild means, be it destroying the terrain under your opponent in Liero or Worms, tossing your enemies around in Star Wars: KOTOR, or fifty-fifty bringing down a whole structure on someone in Ruby-red Faction: Guerrilla.

What sort of experience do you want your players to have?

MaD2 is a sandbox, so pretty much anything goes.The game has a pretty clear premise (information technology's in the title) but I've tried to build everything around that equally customizable as possible: You can color whatsoever item you spawn with any palette you like, add together visual particle furnishings, and add physical properties, such every bit Anti-Gravity or Shocking.

If the particular has some kind of functionality chances are you can then modify its parameters to fit your needs, e.g. making a Grenade's radius larger to explode the whole screen or making Launcher Cannon shoot things out of it with even more than force.

If customizing an item lonely isn't enough, you lot can besides combine other items for maximum effect, similar using tripwires to trigger hidden explosives, or using attachments to modify firearms.

What is your favorite part of this game?

The content pipeline has developed to be actually great over the years. There are over 1,700 items in MaD2 currently (having launched with a hundred or so), and I actually like how the game has grown naturally based on player feedback. A lot of the items -- most items, really -- have been either suggested as ideas or designed entirely in the game's model editor.

What are your next plans? Do you want to release a DLC or an expansion?

I take an space backlog of submitted items and ideas, and I'm always adding new stuff in the game. The Wintertime Update just released a while dorsum with fifty new items and a couple of snowy environments.

What sort of programming resource did you lot use?

MaD2 is programmed in ActionScript 3 and compiled using Adobe Wink. The Download Edition is besides made in Flash, just wrapped into an .exe with Wink Thespian to make information technology possible to play it locally without a browser.

The exact software I use for developing the game tin can be found below:
http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/513429-content-faq#posts-12496588

I'm not so much of a audio guy myself, so all the sound effects in the game are licensed from various sound furnishings sites.

I like my load times equally short every bit possible, so there is no background music bloating the game'south size considering information technology wouldn't add all that much in a sandbox game.

All graphics in the game are made using the game's modelling tool, MaD Lab, which exports them as point+colour data that the game and so parses to generate the actual graphics. This means that there are no graphics files for the items at all. It's just text data, which compresses very well, again helping with load times.

The terminal build of the game is around 3.5MB currently for the Flash version, which is smaller than some of the teaser gifs I've posted on social media in the by.

What made you want to postal service the game on Kartridge?

Releasing on Kartridge was an obvious thing to do for me since the app makes it and so easy for developers to upload games, and I already had the Download Edition of MaD2 built when the Kartridge open up beta started.

Are in that location expanded features or more content in the Kartridge version?

The MaD2 Download Edition is simply an alternate way to play for those who prefer to play locally, and a manner to support the game and its years of free updates.

Content-wise it's intentionally equally identical equally possible, because I don't similar locking content or fracturing the player-base of operations (even in a single-actor game) in any fashion.

Could you recommend one other game on Kartridge from another developer?

I've only bought i game on Kartridge so far because I have a massive backlog of games to go through in the beginning place, but Bad Northward is a really cool very condensed micro-strategy game with a great style. I followed its development on Twitter for ages and then got it immediately when information technology launched on Kartridge (and got to utilize the coupon from Kongregate, which was nice).

Tell united states something else interesting virtually yourself!

I similar biking a lot and did a couple of 100km trips last summer. Unfortunately living in Finland complicates that a bit then I take to shelve my road wheel during the snowy winters and find other means to stay in shape. Recently I've been playing Beat Saber in VR, which is a pretty intense arm workout. You can lookout me flail effectually here.

I occasionally cook a tray of pizza so big information technology lasts for several days (I'm talking breakfast, luncheon and dinner here). Information technology's amazing.

0rava has been a member of the Kongregate family for a long time, and we wanted to let his players talk almost him a little fleck.

...maybe nosotros can exercise that a flake better? Cue wholesome content.

Get Mutilate-a-Doll 2 on Kartridge for $nine.99.

murrayanthery.blogspot.com

Source: https://blog.kongregate.com/developer-spotlight-mutilate-a-doll-2/

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