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Monday
Nov092009

Interview: Diro-Diro on Cluster Lander

We're launching Cluster Lander in just a few short weeks, and getting pumped up about it with videos and now an interview with developers Mariano Larronde and Santiago Puente (they're starting a company called Diro-Diro). Check out details about Cluster Lander's development, inspiration and what's next for the guys.


So how was Cluster Lander born?
Cluster Lander is the first step of a very large project we've been planning for a few years. We've been studying and slowly building a game engine that will be the base for our next games.

Mariano and I got together about two years ago with the idea of making a spaceship combat game. At that time we were planning to use the little ships to create a website-game that let the users fly around the site and that way promote our advergames.

I remember that it took us about 8 hours just to get a missile-like spaceship moving around the screen. We didn't know anything about physics or vectors math so we soon realised that if we wanted to create the game that we were aiming for we had to study VERY hard (I didn't even know any programming language).

Six months later we had a very basic physics engine and many prototypes for ships. Of the many ships we tried, we decided to go with a Lander since it was the easier one to implement (our physics engine was too basic).

The first version can be seen at http://www.lebox.com.ar/. The game was much more fun than we expected so we decided to make it a full game. That's how Cluster Lander was born.

What kind of games influenced Cluster Lander's development?
Any 2D game that has a spaceship in it had some kind of inspiration on us. Gravitation - a net-yaroze game for PSOne - was awesome, Lunar lander and asteroid's type of ship movement of course, but also classic flash games like Monkey Lander and UFO-Joe.

One of the coolest features of Cluster Lander is the ability to save/share ghost runs - where did that come from?
The idea of the Ghosts comes from the need of giving the player more incentive to keep improving their flying skills. This game is all about ship control and there's not a better way to improve than to compare against previous runs. Many games use Ghost Replays for this kind of training but what's great about Flash is that players can share their replays extremely easily with just a few clicks.

Combat with intense bullet dodging also helps!

So what's next? 
We have lots of plans to improve the engine, especially the graphics and physics... and audio (yeah, we know, that's almost everything...). We are going to build this big project in parts. Each part is a game, and the first one is Cluster Lander.

What are Diro-Diro's recommended games?
We've been playing lots of indie games. Gratuitous Space Battles looks awesome. Fantastic Contraptions is one of the best for us.

All time best: Metal Gear Solid, Tenchu (the first one), StarFox, Poy Poy 2 (!!!), Mario 64, the first Gran Turismos, Forsaken.

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