The source code to VVVVVV! http://thelettervsixtim.es/ - TerryCavanagh/VVVVVV
When I was near the end of high school, my family visited London, and I was thinking about being a game dev. So I sent Terry Cavanagh an email, and to my surprise he completely agreed to get lunch.
He was extremely kind, gave me a lot of interesting life advice. I remember him saying that he got most of his ideas just from playing around with mechanics and experimenting a lot, he was never really one to get grand visions.
Anyways, great fellow, glad he opened source V (as he called it).
> I remember him saying that he got most of his ideas just from playing around with mechanics and experimenting a lot
This is important. Too many people assume that novel ideas come from abstract concepts. Yes they can, but they can equaly arise from playing with the medium.
Playing retro games seems like a good way to get ideas. The VVVVVV gravity mechanic is pretty much Gravity Man from Megaman 5 (I guess Megaman is not the first time it was used either).
Mining retro game mechanics was probably easier at the time VVVVVV was developed as the explosion of indy games has probably reused the best forgotten ones of the 80s/90s. It's getting close the time mechanics from 00s games can be reused though...
I don't see why you can't reuse whatever mechanics you like.
Return of the Obra Dinn was a 2018 mystery puzzle game, where you have to figure out how everyone died in an ill-fated voyage at sea. Amazing game.
I searched Reddit for "games like Obra Dinn", and this led me to Case of the Golden Idol, a 2022 game with similar mechanics. The developers were quite open about being inspired and influenced by Obra Dinn -- and they ended up creating something in the same genre, but very much their own creation, with their own flavor. And also very enjoyable.
Originality is nice, but I'm not at all convinced it's a prerequisite for quality.
To further justify your position; Originality is just the unique composition of various unoriginal things. If you chase quality, originality will appear as a byproduct as you deal with the intricacies from your specific combination of features.
That is, everything interesting appears from the relationships between subjects, not the subjects themselves (the edges, not the nodes, of the graph). You could change any one major component of the game, explore it sufficiently, and you will inevitably have something sufficiently original despite 90% of the original core being duplicated — the nature of exploring the relationships thoroughly — chasing quality — will inevitably lead to a cascading series of changes until you reach the new stable point
That's what I've found recently.
When I turned 30, I was like what the heck, I'll get a game boy color and play some games I played as a kid. That's since spiralled into gbc, gba (all models), psp, ds/3ds, ps1, ps2, xbox, 360 etc. Along with a now fairly sized collection of the requisite games.
I've been picking up all the games I missed on those platforms, because most people seem to have only played 2-6 games per platform when they were kids, same as me. I'm getting recommendations from friends of games I'd just never gotten into and coming out loving them and having many new perspectives on which game mechanics work and which don't. Especially given barely any modern games are coming out that are compelling enough for me; I barely ever gamed anymore before getting all this old stuff - new games just seem like the same old copy+paste for the most part.
Atm I'm playing through coded arms on psp, pikmin 2 on gc and timesplitters fp on xbox.
The gaming world has lost so much magic and fun stuff imo. From weird hardware like the motion sensor in kirby tilt n tumble, light sensor in boktai to game mechanics like the furious lassoing in pokemon ranger, or the unique gameplay of Archer Maclean's Mercury.
I haven't done a game jam in years but I'm so ready to smash it if I end up doing another one!
Kinda easy to imagine the opposite as well... having some idea and then implementing it and feeling unsatisfied. Especially a game. It may check all the boxes thematically and have the required features but just not feel fun.
Not to say starting with a firm idea is bad... more like it may be hard to avoid playing around and improvising with the medium in any case.
I've learned two phrases hold true:
* You can't get a no if you don't ask * "Never meet your heroes" is a sham and you need to meet a few shitbags before you can really appreciate the realest of people.
Wow, that is cool! Did it help/affect your later choices with your career, did you end up a game developer, or at least try it or so? Always fun with closure! :)
I made a very mediocre platformer in my senior year of high school, published on itch.io. I ended up becoming a software developer, which I enjoy 80% as much, but without any burnout or worrying about the superstar economics of being a game dev. Once the singularity hits, maybe I'll make more games.
> gave me a lot of interesting life advice.
What did he say, exactly?
Incredibly fun game, I'm not a huge gamer but I remember buying the Humble Bundle just to get this. One of the few games that I've spent the time to finish. Awesome work, Terry, and thank you for the great times!
btw also fuck you for veni vidi vici, jeez that took me a while!
I remember buying the bundle and thinking "I'll just play that lightweight 2D platformer while waiting for the bigger, more interesting games in the bundle to download"...and then spending the entire evening on it.
This video fails to capture the experience of making it past each screen but landing on the left
It happened to me; but I've been through so many failures at that point that I didn't care if it took me one minute or one hour more.
And I remember actually enjoying the process! I was playing on my phone though and took many breaks - I liked this game a lot in this setting.
He apologized, didn't he? There was a screen named "I'm sorry" :P
I finally got it after a good few hundred tries, iirc. Prep for having the patience to finish Final Fantasy XV's Pitioss dungeon.
My boyfriend at the time (who'd bought VVVVVV for me), on the other hand, was attempting a no-death-all-trinket run. I could never understand just how damn good he was at gaming.
Oh, and PPPPPP (the soundtrack) remains a staple. Especially the associated osu! Stream tracks.
I bought the first Humble Bundles. VVVVVV has been sitting around in my Steam library ever since. Guess I'll get around to playing it now.
I managed to get all the trinkets, and oh man was that one painful!
But great game all around, I should play it again...
Everyone who has played this game knows what's behind that video link before they look at it. :)
I'm ashamed to say that, as much as I appreciate the wonderful game, I gave up :)
That took me a long time too. It was rewarding tho
Related. Others?
Is opening up your source code worth it? Terry Cavanagh thinks it was for VVVVVV - https://news.ycombinator.com/item?id=25727963 - Jan 2021 (16 comments)
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VVVVVV Source Code Released - https://news.ycombinator.com/item?id=22011465 - Jan 2020 (1 comment)
VVVVVV’s source code is now public, 10 year anniversary jam happening now - https://news.ycombinator.com/item?id=22011358 - Jan 2020 (223 comments)
VVVVVV 60% Off On The Mac App Store This Weekend - https://news.ycombinator.com/item?id=2347676 - March 2011 (1 comment)