![]() ![]() You must be inundated with GIFs of people’s machines. It’s not a mystery, it just wasn’t a good idea. ![]() So there’s a reason we didn’t pursue it further. RPS: What was the thing you were working on, or don’t you want to say?īarth: If I describe it people will be like: ‘oh that sounds like the best idea!’ But no, it was lousy and it sucked. And when our little research project we were doing didn’t pan out, we needed to make something, and that’s when your idea bank comes in handy. it’s just been sitting in our idea bank since 2013. ![]() So this was back in 2013, but we actually ended up not making that project and we made Infinifactory instead. Because it was fun, the alchemy stuff in Codex was fun and it has the same mechanics as SpaceChem but without the boring chemistry aesthetic. we could make another game about alchemy. And so I think that was sort of the thing that led us to believe: ‘hey, maybe we could just do another game like SpaceChem and it’d be okay, like maybe it’s okay to make these weird programming games’. And it was just like: ‘oh fuck, we need to make a game’… SpaceChem did pretty good and Ironclad Tactics we just assumed would do way better, right? And when it came out it didn’t do way better. Zach Barth: I liked the idea, and we had been working on another project for a couple of months and it wasn’t working. RPS: Opus Magnum is based on an earlier game you made called Codex of Alchemical Engineering. I spoke to him about the game's machines, his short stint at Valve, and the reasons he sold his own company. The studio behind it, Zachtronics, is headed by Zach Barth. The alchemical puzzler Opus Magnum has a few of us at House RPS scratching our heads and shouting "a-ha!" before giddily sharing our twisted contraptions in GIF form. ![]()
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