Episode 17: Saturday Edition and Star Sled
Christa Mrgan: Welcome to the Play Date podcast, bringing you stories from game developers, designers, and the team behind play Date, the little yellow game console with a crank. Iām Kristin Merkin. And this weekās episode has a special format. instead of creating an episode for each of the games, in week eight of Play eight, season one, I asked Chris Makris, the developer of Saturday Edition, and Greg Meletic, who created Star Sled, to play each otherās games and then interview each other about them.
This conversation was recorded back in November of 2021, and I mostly tried to stay out of it, but you know me: I did edit it a bit to tighten it up and remove some of the filler words, and of course I pipe in here and there! And slight spoiler alert, there are some references to what happens in the later stages of Star Sled as well as to a scene at the beginning of Saturday Edition, but no major reveals for either game.
Okay. Iām going to turn it over to them now and let them introduce themselves and their games. Enjoy!
Chris Makris: Iām Chris Makris. I made the game Saturday Edition, and Iām spending a lot of time trying to make games. So like I, professionally, I guess I, I, I work for Major League Baseball and I, I make tools and do graphic work for them. And then I also teach a class at NYU on visual art for games, visual design.
And Iām just kind of personally obsessed with real time graphics and just always pursuing that in my free. When Iām in front of a computer, thatās what Iām doing.
Saturday Editionās just a graphic adventure and itās a bit of a strange story. And basically you get pulled into a narrative that involves a little bit of light puzzle solving. You play the character, John Kornfield, who is a funny character. I think heās in his forties. He was abducted by an alien race and taken to a planet where he lived for four years before he was taken back to. And the game starts 10 years after he was taken back to Earth.
So he is kind of settled back into his life and thereās something happening in his town and that has suddenly reawakened an interest in him first with the media and by the police, and, and you get involved in a story.
Greg Maletic: And, My name is Greg Meletic and I work for Panic when Iām not making games. For Playdate, I did the Game Star Sled and I am the Project Lead on Playdate. Iāve been working on it for about five years now, and thatās what I focus on.
My game is Star Sled and itās kind of a throwback to the games I grew up with in the seventies in the arcades. Itās sort of a vector graphics style which was common back then, and itās very arcade-y. Youāre flying a spaceship around, you have this lariat, that trails behind you, and youāre trying to capture these little sparks that are floating around in space.
And thatās pretty it. I wanted a game that was really easy to pick up and play and, and without a big learning curve to it.
Chris Makris: I have no shortage of questions. I can ask a question first. Iād like to just ask a question about your development process in general. Could you give us like a, a broad breakdown of how things went, the whole thing from start to end? How would you kind of summarize that in some broad terms?
Greg Maletic: Letās see, the development process. Well, I mean, the game has gone through several phases. It started off as, as sort of a dynamic of just, gosh, can I fly something around on screen and kind of encircle things. I kinda like that dynamic. It reminded me of this game called Qix that was out in the, I guess, early eighties where you kind of move around and try and capture areas of the screen with your little cursor.
So I started doing that and as kind of an experiment, but I initially envisioned it as kind of a puzzle game where it was almost like a needle and thread where youād go around and sort of capture certain things, youād have to avoid other things and, and make sure you didnāt entrap the bad stuff.
And it was just gonna be a single screen, but it evolved. So the screen started scrolling and the play field got much bigger. It moved into outer space and then it developed all sorts of stuff like missions and bosses and things like that. So it kind of started small and got much bigger.
I started working on it actually, when I was in Malaysia on a trip there to work on Playdate. I was visiting the assembly line there, and we had a lot of downtime. It was, I remember it was just like raining cats and dogs this one week, and I was stuck in my hotel room and started working on it.
It was probably three years ago, I guess. And I got the basics working and I was kind of impressed I could get the, the lasso part of it working. I didnāt know that I could do that. There was some math involved. And so I was happy about that. And then the game kind of sat dormant for a long time. So, but off and on, you know, itās been three plus years Iāve been working on it.
Chris, whatās your background in video games?
Chris Makris: As a player? Or likeā
Greg Maletic: as anything?
Chris Makris: General? Just very generally general. Oh, like,
Greg Maletic: yeah.
Chris Makris: Oh, man. I donāt know. I feel like there were a handful of instances when I was very young. I donāt know how young, maybe like between like five and eight years old or something where I just was exposed to video game screens, like video game technology, like, a weird tabletop arcade somewhere, or someoneās.
Atari system or something. And I just remember that thing, speaking to me. Like whatever it was, whatever was happening that was different than like regular tv, and something about the way people even referred to the machinery, the way it had, it had like a mysteriousness around it and like definitely what was happening on the screen, like the weird shapes, just wondering how it worked.
Having like, nothing close to an, an idea of how it worked. Just even as a kid, I was like, what the, what the, whatās going on? So that was the beginning for me, I would say. But then, I think something I should always like account for and I forget.
I was very lucky in that my, my dad who worked for a newspaper, he was a photographer. He kind of got into tech. He became like the tech writer for the paper, just through his own interest in computers. And because of that we got sent computer stuff. He brought computer stuff home.
He brought like software and then like from the very beginning, games. I started playing like all the classic graphic adventures. Even at a young, Iām like comparing Sierra style versus like Lucas Arts. And like, I noticed those differences.
I thought about them a lot. And then not just like graphic adventures, like played Doom, like all the computer games, like of the early nineties era, I would say. So like, I just felt like I got to witness an evolution. And I had a, like NES. And so like, I got to witness this amazing evolution of this new technology.
And it was interesting to be a kid and to see that, like I had questions about it, but so did everyone else. Like no one else knew where it was going, really. And, and so like now I just feel like Iām an adult. I went for that ride. And as an adult, I like naturally could just get into that industry cuz I, I went on that ride and I had all that information and I could just try and get my hands in there.
So like, yeah, it was always just, it felt like it was a part of me, like it lured me in.
Greg Maletic: Awesome. You mentioned Lucas Arts and Sierra and so on. What was your inspiration for this game in particular?
Chris Makris: Iāve long wanted to make a graphic adventure and write a story, and I think part of what happened is I got this opportunity from you guys inviting me to make a game. And I was working on a very abstract graphic side scroller that had no story and I was resistant to even make a story for it.
But like, so all I had to, I was just operating with like all these minimal design ideas and like pretty extreme minimalism and, and really just purely, practically purely graphic work. And it was just building up in me to like, oh, I wish I had more to play with. Minimalism was like making me sick.
And so I took this opportunity to like write a story. I, I wanna write a story, I want real content to work with, and I have very little experience writing stories, so I knew that would be part of the experience, was learning about writing and taking that on. And I meant to make a much shorter game and a much smaller game.
And because I have no experience as a writer I couldnāt control any of that. And it just became what it was. And I just spent as much time as I had available to spend on it over five plus years.
The original inspiration came from things like movies and books and playing like those early graphic adventures and thinking about the things I didnāt like in them.
Even like I kinda like a linear game. as a creator that gives me power. I wanna write something. I wanna create an experience that someone doesnāt just experience like a small fraction of it cuz of choices they make, but it gets the whole thing because the whole thingās really important.
So I try to operate around a lot of like the. The decision tree stuff that you got in, like those old games, Iām like, well, how can I make that process less tedious? Like, where can I make like enough exploration that you donāt feel totally trapped in a box as a player, but also tell a relatively rich story.
I had fun exploring that and I feel working with like a small screen and minimal sort of like graphical power just like a, the limitations of the system really helped me focus on the narrative and on creating like, What can you do with like little bits of text?
Like in the game? Itās just like one line at a time, which I feel like is digestible and Iām extreme like that. I canāt retain a ton of information. I donāt necessarily love a super long sentence. Like I donāt want to be faced with a wall of text, nothing will push me away quicker.
So I just responded to all of my natural, like feelings about stuff and just threw it into the game.
Greg Maletic: Thatās great. I mean, Iām surprised that you said you hadnāt written a story before because the story I think is one of the really strong aspects of the game. Itās really well written.
Chris Makris: Thanks for saying that. I think because I put so much blood and sweat into it and, you know, I got feedback from, from close friends who, Did play throughs when I felt like not self-conscious enough for, for someone like, first of all, my wife who played the game first and like I was able to just like try and read her.
And then we talked a lot about it. And so like, then I opened it up to like a couple of other close friends . and like. You know, I got some feedback and all of that, but like I was only able to open it up to anyone after I felt confident enough and that that just took time.
was, I did this cuz I know that itās true about anyone. If you wanna do something, you spend enough time. If you have the time to like really face it, you can do it. No problem. And so like told myself that and I just like tried to take it seriously.
I tried to take all the same sort of judgment I applied at things I feel more confident in and just apply it to writing and story. And also like, I mean the name of the main character is John Corn. Like I, I gave him a dumb name so that I felt less self-conscious writing. Iām like, ah, here, weāll, Iāll introduce everyone to John Cornfield and thus expectations will be set in a certain place where that, that work in my favor.
Christa Mrgan: Cornfield. Crop circles. Aliens.
Chris Makris: Yeah, exactly. Thereās suggestion in that. Itās just like thereās stuff there thatās just like, yeah, this works. This feels like the right thing.
Greg Maletic: Yeah. Good. And the graphics are really, really good also. I mean, you did a lot to exploit, you know, whatās capable on a one bit screen. Have you had experience doing those kind of graphics before?
Chris Makris: Not, not like this. I love pixel art. Have always loved pixel art. I loved ANSI and ASCII and like grid art and minimalism
Christa Mrgan: A quick aside for folks who might not know: ASCII are also known as text art is created using just the alpha numeric characters from the ASCII set, that is, the original 128 characters of the American Standard Code for information interchange. Artists can create tonal variation, et cetera, based on the size and shape of the different characters. And ANSI extended the ASCII set, allowing artists to add color and patterns to their text art creations. Anyway!
Chris Makris: I knew that one bit art can be like so powerful. And I, I was coming off working on a vector game and I was thinking like, I could really naturally get into something victory here.
And, and thatās a very inviting idea. but I wanted to take this opportunity to, to do pixel art cause I wasnāt sure if I would face it again. I think itās hard to do pixel art if youāre faced with like the regular computer processing, like thereās so many areas to like start playing around that feel fresh.
Itās hard even though pixel art I think will live on eternally, pixel art will always be amazing and beautiful and a method you can use, a path you can go down to like find something fresh and new and, and make something cool. I donāt know. Iām often pulled another direction, so I felt I wanted to do pixel art here, and this game absolutely started with just some scenes, like before I knew story, I was just starting to make scenes. I needed to get a sense of like, scale, like how is this gonna present? I did printouts of early, early drawings of early scenes at the screen size, the device was meant to have, just so I could see, okay, what is the, whatās the player size like?
What kind of area do I have for text? How readable, like just establishing the size and scale stuff like right away because I knew it would inform everything else. Like how long does it take to navigate space? Rare, is there a case in the game where youāre actually going three panels across and even in that scene, itās like boring.
Thereās all this stuff that I felt needed to be established right away. And so, yeah, pixel art and some particulars of the stylization and the like abstraction and stuff, that kind of, it all came really quickly, but some of the ways it was finessed took a bit of time.
I had to find like exactly where I wanted it to sit and then this sort of established a bar for where I had to just make everything, any new scenes I added and all that stuff. But a lot of it got to evolve, which helps a lot, like iterate over time. And finally it ends up sitting in a place that you feel happy.
Soā¦
Greg Maletic: Awesome.
Chris Makris: So I wanna ask you some questions about letās keep this in the, in the visual realm. I noticed in the game that you have a nod to Tim Skelly, whoās not someone I was aware of, but I, I started researching after I played through your game and looked at a bunch of the games he had made, which were just wonderful.
And I could immediately see that connection. And Iām wondering if you could talk a little bit about that inspiration and any other inspirations that inform the visuals, which I think are extremely beautiful. And just like really well handled. Like I love a lot of the effects that you use.
I think theyāre perfect for like the screen size and setting, and they add like a lot of nice sort of texture and variety to to just the whole experience. So Iām wondering if you could just talk about the visuals of it.
Greg Maletic: Sure. Well, thank you for the, the kind words about it. I mean, so I, I grew up in the seventies and a lot of the video games back then that were in the arcades were done in these vector monitors.
They didnāt have like a lot of memory to do really rich pixel art. And so the way you could pull off kind of complex shapes wasnāt through pixels, but was through these vectors. But they were very sparse looking, very geometric. And thatās been kind of lost now. I mean, people know that, look, when you think of like the game Asteroids, most people, I think most people know what that game is even today.
But there were a lot of games that looked like that back then. And I donāt know. I kind of miss it and I sort of was intrigued by doing it, you know, this was a black and white device and most of those games were black and white also. So that seemed like a good fit. The resolution seemed sort of just high enough to pull it off in a satisfying way.
Part of me thought, well, you know, 400 by 240, that isnāt really good enough to draw lines in a satisfying way. But they, they actually worked, you know, well enough, I think. And I dunno, I thought it wouldnāt look like anything else on Playdate in Season One. Everybody else does really, really, really nice bitmap graphics that look great.
But I thought this would be something unique. And so thatās kind of why I pursued it.
Chris Makris: Thatās awesome. I was so happy when I started getting to the levels that had like structure, like physical structures that you move through and move around, because I just desire to see that like early on, like as youāre learning the ropes, which takes a little bit of time.
You just start to wonder as a player, like, whereās this gonna go? Like, whatās gonna happen? You have all these questions and like I, because I was already really just feeling all the, all the vector art and like the lines you were making and the shapes, and I just like desire to navigate structure. So I was so satisfied when that actually happened.
I donāt, I guess I donāt wanna spoil much about the game. But some of that was a real treat and I just loved the way you, you represented like walls and, things like that. It just had a great vibe with the music.
I have a kind of, I guess a segue from even thinking about the structures and sort of the elements in your game. Whatās sort of your internal model for judging the difficulty and progress and just making those decisions. Like how, how hard you wanna make the game versus sort of like more welcoming and like āweāll kind of bring you in,ā because I found the game quite difficult. I found the ramp to be quite steep.
Greg Maletic: No, a lot of people do. And thatās been my biggest challenge is this is, itās really the first game Iāve ever written. I mean, Iāve written lots of pieces of games in the past, but never really written a full game thatās gonna be published.
And so this is my first experience. And because of, again, where the game came from at the arcade those games are really hard. And that was where my gut was at the beginning, was to make it about as hard as that. I didnāt want people to kind of rip through it in the first hour. I wanted it to feel like there was, you know, more to do.
But the whole process had been one of making the game easier and easier. And I still have a ways to go on it. I think it still needs to be, be cranked up so itās cranked down, I guess, so to speak. So itās a little more approachable. Initially the game, you had three lives and then you were dead.
And then you had to start over again from scratch. And then after CabelāCabel Sasser at Panic had done some play testing, he recommended, well, what if you do it sort of like a Mario structure where thereās different, like lands you go to and different missions you go on and you can kind of like, you donāt lose your progress you know, all the way back to the beginning every time.
And so thatās where the mission map came from, where you can kind of attack the different missions and just kind of explore each one individually, not have to go start from the beginning. So that was part of making it easier as well, because it just kind of dawned on me like halfway through the process that like, it wasnāt about making it challenging, it was about making it fun.
Challenging is, I guess one tiny aspect of fun, but persevering and actually experiencing the whole game is probably a much bigger aspect of fun in this case. So, itās been a challenge for me, but I need to bias more towards kind of making the entire thing approachable. And itās been a slow, steady march towards that.
Chris Makris: Thatās so interesting to hear. Iāve gone through that same experience with a game I was working on for a long time. It started quite difficult and it just slowly as people were playing I was realizing like very, very slowly that wow, like I, Iām kind of like disconnected from what other people feel. Iām too close to this or I have sort of weird feelings about, maybe not weird feelings, but just sort of natural feelings about how much time I expect anyone to spend on something or the reward that might come with a certain challenge. But with that game design experience, I kind of experienced this transition from making an arcade like game, and thinking about games from that way, from that sort of perspective, 'cuz itās so common in the game world, to an entirely different one, which is really just about adventure-- going on like an adventure, having like a graphic or sensory experience.
And none of this is to say this is what you should do or anything like that. Itās just something that I feel very close to, like that itās like a big difference. Itās like, who is the game for people who wanna like really be punished? Or is it for sort of more casual users? And and I think thereās a way to address both and everything.
But I wanted to hear a little bit about how much of that is intentional on your end or sounds like you have some interesting, like, evolving thoughts on that and youāre like, youāre softening it up a bit, but maybe youāre withholding some softness on it, like you wanna and punish?
Greg Maletic: Yeah, As you bring that up?
Iām thinking of, of the game Super Hexagon, which was pulling me in the other direction. That was a game that was popular on iPhone several years back. And Iām sorry, I canāt think of the developerās name right now. But that game was insanely hard.
Chris Makris: Terry, Terry Kavanaugh.
Terry Kavanaugh,
Greg Maletic: yes. Yes. That game was insanely hard.
But people loved it. I mean, certainly a lot of people couldnāt play it, but the ones that did just played it incessantly. And so thereās, Iām like, Gosh, maybe really hard is good. Itās, itās tricky to, to figure it out.
Chris Makris: Itās absolutely on the, on the other end of this.
Like, itās like a way you can go. I had a friend who just like was obsessed with that game and was very good at it, and thereās a deep reward that comes with that skill. But itās a kind of entrancing experience, but itās, it really wouldnāt ever be classified as like a, I donāt know, like a, like a very rich, deep sensory experience.
Whereas I think your game starts going more in that direction with the music and with seeing new worlds and experiencing new spaces and it feels so good to control that ship. Like experiencing structure stuff and the further levels.
So like guess anyone listening should know that Greg passed me a version that was unlocked so I could start jumping around cuz I got, stuck. I think I, I donāt know if it was early in sector C or late in sector B somewhere, but early enough that I felt like, oh I canāt get good enough at this game in time for this, meeting that weāre doing.
And I wanted to see the whole thing. So youāve passed me a version that let me skip around and I ended up playing every sector, not beating every sector, like maybe half of them or something. But I was just thankful-- like it kind of made me sad to think, oh man, I donāt know if I wouldāve seen half of this stuff.
I donāt know if Iām good enough, like,
Greg Maletic: Thatās what ultimately pushed me in the easier direction is part of me. I was, I was working on some of those later boss levels and I was like, this is actually kind of cool and like, I want people to see this.
Chris Makris: Yes.
Greg Maletic: And itād be a shame if like, nobody saw this.
Chris Makris: Yes.
Greg Maletic: That was my nightmare. So thatās kind of what ultimately moved me in the direction to kind of loosen it up. And like I said, I still have a ways to go on that. I think .
Chris Makris: Yeah. And itās become clear that Iāve just, put pressure on you just now. I I didnāt mean to do it here.
Greg Maletic: Thatās okay. I, I want that pressure. Thatās good.
Chris Makris: But itās beautiful though. I love it. I like, yeah, I donāt want to talk too much about certain things that should probably remain a surprise, but itās just all the vector stuff is like a pure delight and so different from the game Iād spent five plus years in front of. And my game doesnāt touch the crank, so suddenly getting to use the crank on this device was like a real treat too, after all this time
Greg Maletic: That was actually one of my questions for you is, did you think about using the crank?
Chris Makris: I did, but I pretty, quickly I was too pulled in by the story idea and the classic graphic adventure, and because I wanted to do my own release down the line. And thatās still a plan. Like I have an idea, I have an interesting approach for how I would like to actually colorize the game and ultimately do my own release. And, I even think it looks better big screen. Like it looks better to see all the pixel art kind of blown up.
You can like, Look around it, you can sort of like appreciate some of the patterns and some of the graphic stuff. Though I, I love the way it looks on device and everything, but it just happens to be true that I think it looks maybe a little more interesting big. So because of that, because in the back of my head I thought like, you know, if Iām gonna spend a bunch of time learning how to write a story and build this game, I should probably think I have my own release in mind. and that means the crank is a tough sell for me because where do you find a crank? And thatās, thatās the sad state of the world of games, isnāt it? that that cranks are actually rare, rare utilities.
Greg Maletic: So many crankless systems out there. Itās a tragedy.
Chris Makris: Whatās with that? They should at least have dials like.
Greg Maletic: Yeah,
Chris Makris: like make the thumb sticks on the, on the Xbox controller dials or something like, such a wonderful control, which is part of whatās so brilliant about the Playdate, I think.
Greg Maletic: In a way, Iām glad you didnāt use it just because we, we had this discussion early on should we encourage or even force developers to use the crank in the season, just because thatās whatās unique about the Playdate. Should everybody be using it? And my fear was developers would be cramming it in there in like the most uncomfortable ways that would make players really resent having the crank.
So Iām actually well I was working on probably three or four different games at one point, and this was the one that really used the crank. The other ones didnāt use it at all. And that was one of the reasons I went with this. It was also just a more fun game I thought. But but yeah, I, I appreciate games that donāt use it and Iām happy that we have plenty that, that do not.
Chris Makris: Itās a wonderful input. I think anyone who maybe sees the Playdate at first, or if you describe it to them, The idea of like a fishing game or some obvious comparison would come to mind, but then you, when you really think about what the crank can do, like the opportunities are so cool.
Like itās just amazing the stuff that you could feed that input to and suddenly you have like, Really engaging sort of control mechanism.
Greg Maletic: Yeah. We sort of joke that we donāt want to hear everybodyās first Playdate game idea. We wanna hear their second one because the first oneās always fishing or music box or something like that.
Chris Makris: Yeah,
Mark Lentz: Everybody comes up with fishing!
Christa Mrgan: Had to throw that Mark Lentz quote in there. And interject with some questions of my own: I wanted to know about the sound design and music in both games
Chris Makris: For sound design, I got some help from a Shell in the Pit, two guys from a Shell in The Pit, which is a sound design studio. Gord and Alfonso over there
Christa Mrgan: Gord McGladdery, and Alfonso Salinas.
Chris Makris: Did all the sound design work. They did all the sound effects, basically, all of the in world sound effects that occurred. And then I did all the music and sort of I like the character speech sounds. Sort of a few miscellaneous other things. And so thatās, thatās the main divide though, probably like the, the score and the speech. And then those guys who are incredible sound designers who did like wonderful work for me and I never expected that to happen. I, I wanted to do the sound on my own and cause I have a little experience with that, but I had to face certain reality about time and stuff which was good for me. It was good for me to work with other people like that, who are so talented, who could like help something Iām working on be better.
And it was wonderful working with them. They did a great job, all of their sound work, I think elevates the game a great deal and makes the world youāre in feel quite immersive and sort of just like it works with the visuals quite well. It kind of helps fill some of the space. 'Cuz even though itās very visual, itās minimalist in its own way.
So like, you do have to kind of slow down and expect to play out a story. Itās And I think a lot of the sound work that they did that was so good that youād hear just periodically youād hear like the footsteps and opening doors and shutting doors and stuff like That really helps a player stay in that world and not get too agitated and too antsy.
So and then the music part of it, my sort of side of it part of why I make games I think is to have a reason to get involved in other things like, like writing and making sound and music and exploring stuff that basically is sensory and, and fun. And even if Iām not good at it, itās like this is my game, so Iām gonna do it. And so I had to have that attitude with the music too. I played music growing up, like throughout my life. But nothing close to, like, professionally, just always dabbled. Like I played guitar, played a little piano, grew up playing drums. Iām not gonna be confident, but I, I want to do it. So, like, it was fun to do that. It was fun to just like, whatās, figure out, howās this gonna work? And even with limitations of the system, like, Dealing with file size limitations, things like that. Itās like all based on loops.
And also realizing that like I wanted a lot of the game to be quite silent too, and slow, very, very slow. Like any music thatās gonna be in there is gonna help to basically manage the players, like emotion a little bit, but also like sort of what speed theyāre operating at. And so like but it was fun to do that. Iām not totally satisfied by the music, but Iām happy that I took it on as a personal challenge. And I feel like it, it works well enough in the game that, that I can let other people online say mean things about it.
I can try and, and I wonāt be too depressed about that.
Greg Maletic: Yeah, I donāt think they will. I think the music is incredibly good. It works really, really well in the context of the game. Itās kind of moody and atmospheric in all the right places. And just the sound design in general, I thought has been really good. Iām not done with the game yet, but Iām, Iām, you know, Iām well into it.
This isnāt a spoiler, at the very beginning, thereās a scene with a dinner party kind of in the distance, and I can hear the dinner party in the distance in that first scene. And I had headphones on and it just sounded great. Perfect, really. So I, Iāve been super impressed with the music.
Chris Makris: Yeah. Thatās all, thatās all sound designed from Alfonso and Gord. Itās fun to create these little impressions, like these little scenes, basically. I mean, And itās a major advantage ultimately to be working with these limitations, like, because a lot of magic comes from abstraction. And so like, not having everything be perfectly clear, just like creating impressions that are a little bit fuzzy and distorted and I think. if either sound or, or graphics, one of the two is like realistic and the other is like abstract. Like that is always gonna work really well together, I think. So having these more abstract visuals with very like realistic sound I think creates a surprisingly immersive feeling and situation and I donāt know if I ever wouldāve gone this abstract if I didnāt have these limitations forced on me.
And so like, I dunno, limitations are always great. And so I, I appreciate that.
Greg Maletic: Yeah, I like the sounds you used for the dialogue. Each person that speaks has sort of a different tone that goes along with them. Thereās John and then thereās the people he talks with and thereās like the police and they all have a different tone that announces the dialogue theyāre speaking, even though you donāt ever hear the dialogue, itās just written.
But those tones were really evocative and really did a lot to kind of sell the idea that itās multiple people speaking. It, it worked really well.
Chris Makris: Awesome. Thanks Greg. Yeah, thatās kind of like a, a funny, like a conceptual idea. Even though itās common to hear just like an abstract tone, I guess, in a game like something Nintendo would do all the time. Itās cool the way we all have a bit of a different sound, like just the, this sort of like timbre I guess, I donāt know what word really describes that, but like the quality and characteristics of our voices are unique and itās part of who we are.
And so itās cool to sort of capture that an abstract way and present it so plainly with just like a single note that has a sort of certain quality alongside the text. And those both come in at once and itās just like you kind of get almost like a reassembled version of what itās like to have someone speak to you.
It was cool to have a solution for that because part of what it offered is also just hearing sound, like hearing something over time. So like, I wanted sounds over time. I didnāt necessarily want to make like a, a music that you hear throughout the whole game.
I think a lot of game designers take this approach. You have this opportunity to have like your game be sort of like a procedural music generator and song generator just by the sounds that occur. Like if itās Mario, like Mario jumping and hitting his head and collecting a star and all that stuff ends up being like the weird music of the game.
And so like, I think always trying to see what you can do there first is, is a good start for game sound design and then if you feel like it needs anything in the back.
Letās talk about your sound for a little bit though. What, what involvement did you have in that? Cause I thought the sounds were great and they totally suited the presentation style.
Greg Maletic: Thatās great. Yeah, I didnāt put nearly enough effort into it as I, I probably should have the, the game is sort of a weird kind of tortured path where at the beginning it was just me kind of screwing around.
Like there was no sense itād be a game that would be part of the season certainly, or even be released. So it was just kind of me messing around and then it became, weād probably release it, but maybe itās sort of like a grab bag of games that was kind of off to the side, not part of the season, but a bunch of other stuff that just kind of would be stuck on the device somewhere you could play with.
And so because of that, I didnāt wanna increase the budget for the game. I felt like if itās just me working on it, that was already plenty of enough budget for the game. And so Iāll just make my own sounds. And gosh, itād be nice to have music, but I donāt know about that.
And so, anyway, my sound ambitions were very low at the beginning. Then it became clear that it actually, maybe it would be as part of the season. And then all of a sudden I had to worry about this cuz we needed music and so on. And got very lucky in that thereās two guys in our office, Aaron Bell and Jesus Diaz, that were writing music for other games in the season.
Specifically B 360 is one of the games that theyāre writing music for. They did a lot of great music for that. And their style is sort of, you know, very electronic and, and I thought it was a good fit for Star Sled. So, gosh, maybe I Iāll have Aaron and Jesus write this music. And so they wrote the music that you hear in the game.
For sound effects, it was me just running this little app called I think itās BFXR itās a tool for creating very sort of eight bit type sound effects.
And that was me just creating things like for, you know, bonus scores and capturing sparks and warping and all the things you do in the game. I wanted something that sort of felt old school, sort of 8- bit, but also wasnāt constrained by those. So maybe I would add some echo to it or something that you couldnāt really have done back then to try and make it feel old, but also, you know, fleshed out more than you could have back then.
So if I had to do it all over again, it wouldāve been great to ha actually hire a real sound designer, cuz I think we could have gotten probably better things than I did. But Iām pretty happy overall with how it turned out.
Chris Makris: Itās great. No, youāve made the right choice. Explore that stuff for yourself. I mean, you did all the other stuff on your own and like, I think our sensibilities come out through like these different mediums. we limit ourselves a little too much if once weāve explored one medium, like youāre, youāre doing all this graphic exploration, youāre programming it, youāre thinking about structure, thinking about like the play, experience and design, and youāre just like dealing with space.
And so like you can, I think, apply those same things to sound and I think the sound effects are great. Iām glad you did them.
Greg Maletic: Iām glad, Iām glad they worked for you.
Chris Makris: Christa reminded me that you kind of had a bit of an inverse sort of history. Coming from sort of like more the engineering and and programming side, then getting into art and whereas I kind of started off with visual art and learned to program.
Greg Maletic: Yeah, I did it all sort of backwards where I, I was always into software. But then I got a weird opportunity. I started drawing art as a hobby. And Iām a huge Disneyland fan, so I started basically creating. Artwork for Disneyland, basically posters that they put up in the park.
I loved these posters and so I wanna mimic that style. And so I did that and they were found online by the guy in charge of Hong Kong Disneyland, and he asked me to create new ones for Disney. And so I totally kind of worked backwards into the art field by working for Disney on this project. It was the first thing Iād ever drawn for anybody before. And so this was probably 15 years ago, I guess Iāll say. And so I started drawing about that time and got into it.
So itās been sort of a hobby for me even though Iāve, you know, had some professional work. Did that work influence this? I donāt know. I mean, I guess I have a visual sense. But I guess Iām, Iām good at mimicking things, as maybe part of it. And so we talked about Tim Skelly earlier you mentioned him.
Heās the guy that did a lot of these cool vector graphics games that Iām emulating. And thereās a very distinctive style for how that looks. Just the way theyāre all pointy, but theyāre all kind of shaped in a certain way. And like the explosions kind of burst out and then kind of slowly recede.
Thereās sort of a tempo to the animations that I was emulating also. So Iām maybe a better mimic than actually a good artist, I would say. And thatās probably what the game reflects.
Chris Makris: I think it always starts with mimicry. Like It has to kind of start there. And if you were to just keep making stuff, your voice would just come through all of a sudden. 'Cuz I think a lot of that stuff is kind of universal, too. Like some of the star explosion effects. Itās like, you know, weāve seen those elsewhere, weāve seen them in movies, weāve seen that kind of frame rate and like flashy kind of stuff.
It has a wonderful feeling and vibe and depending on what else is on screen and whateverās happening at the same time and how like all the space is used. Like, I think your own voice starts to come through.
And so, like, itās hard to see that with just a single product sometimes. But I, I do think, I think basically it always starts with mimicry.
Greg Maletic: Yeah. I agree with that. So yeah, it is the right place to start on a lot of things.
One of the things I was curious about is in Saturday Edition, one of the things that happens is you get little notes as you go around and the notes have something, you can look at your inventory and see the notes that have something scribbled on them, and then you can pass those notes to a character and use that as a way to initiate dialogue about that topic.
Is that something that has been done in other games? Iām not super familiar with graphic adventures in general. But is that done elsewhere?
Chris Makris: I donāt know, Iām just gonna assume that it has been done elsewhere, but not that Iāve experienced. It seems like a very natural idea.
Though it can often be surprising when something has never been done. And I tend to not research these things 'cuz I have this feeling that if I start going down the path of researching every little idea I have, Iām just going to, Iām not gonna ever build anything. Iām just gonna be too afraid to.
I like to assume that like, you donāt look at what, what anyone else did. You will probably do something kind of new with it. Youāll do it your own way, and in the end it will be actually surprisingly fresh. So like, thatās a part of my process I think is like important to me, is I donāt, I donāt wanna expose myself too much to the gigantic world.
And it was otherwise inspired by a certain constraint that long felt that it would be fun if thereās a graphic adventure where everything the character has with them would actually fit in their pocket?
Like, it kind of like lends itself to it feeling a little more like believable, like, despite the whatever graphic limitations and stuff, the mental image that you carry of the situation is one that is actually convincing. So I, I like that idea and I like what it might say about the character, too.
Itās like, oh, okay. So like, you have topics basically, and like, like subject matter thatās written on these notes. It suggests something about a character. His coat pockets are stuffed with notes and other junk and like theyāre kind of reminders cuz maybe he doesnāt have great memory. It starts to add something.
So I liked that and it was a way to suddenly open up a lot of story possibility cuz itās like, now you can work with these sort of like broad subjects. And bring those to a character and see what happens. That became a pretty important design element combined with the idea that thereās other stuff in your pocket.
Itās not just notes, itās a mixture of notes and other things that might fit in the pocket that that player, I guess players will see.
Greg Maletic: Yeah, I thought it worked really well. It took me a, a minute to figure it out, but once I figured it out, it just, it made total sense.
Chris Makris: And youāre not the first one, which really surprised me. Like, at that point for me, by the time I had anyone else play, I just thought like, oh, what more obvious idea could there be.
Like, but then everyone whoās playing like, like, it wasnāt obvious at all. Thinking of these notes as like conceptual nuggets that you use. So like that kind of stuff as, as a developer that you discover when people play your game is like really mind blowing. I mean, itās, itās actually really mind blowing process to make something like a game thatās, I got a little complexity to it and put it in front of people and see how they react.
Itās like the surprises you experience there are, are just endless.
Greg Maletic: Yeah, itās astonishing. The things that you think are gonna be hard are easy. The things that you think are gonna be just trivial are just impossibly hard.
Chris Makris: Yeah, totally.
Greg Maletic: Itās amazing.
Chris Makris: The intro heaven sequence of Saturday Edition I had to refine so much and it operates as like a tutorial zone, obviously. Like itās very minimal, very few elements.
I thought I was holding peopleās hands too much with like the first or second iteration and no, itās just thereās a lot of like guiding that kind of needs to occur and, and sort of like cornering off of possibilities. You donāt want a player to get too bored, but you want them to discover something so that they feel that reward and they continue and they connect with the idea a little more deeply.
And so, for anyone listening who makes games, like it can be really hard to put your games in front of people, and I think you should maybe just wait till the right time to do it. But donāt ever not do that. You really do need to do that, ultimately. you need to like become strong and face the difficulty.
Just accept that there are things that are probably gonna have to change. Accept that ahead of time and and welcome it ultimately, cuz ultimately it makes what youāre making better and more approachable and you learn a great deal. So itās hard to do, but yeah.
Greg Maletic: Excellent. What about your questions, Christa?
Christa Mrgan: well, of course, I always like to ask people about their experience working with the Playdate Software Development Kit!
Greg Maletic: Speaking from my perspective, I have loved writing a Playdate game. I mean, itās been way more fun than I anticipated. Itās really nice to write an app slash game now that can actually take over the device in a meaningful way. That isnāt really possible on a Mac where you have kind of a window or even on an iPhone.
Thereās so many notifications and stuff coming through that it doesnāt really feel like the phone is totally yours. But Playdate does kind of feel that way. So I found that really pleasurable and the SDK is really, really quite good, I think. And it, although itās certainly gotten better over time it started out good.
I think when I, the first time I touched it was, you know, like I said, probably a good four or five years ago. And Dave Hayden, I think was the only one who had been working on it. Maybe, maybe also Dan Messing. There was a lot of functionality in there and they did a really good job, kind of specking out what people needed, and itās just been a really pleasurable experience from the get go.
So Iāve, Iāve loved it.
Chris Makris: Iāve loved it too. I thought it was well designed from the start. Like I, I guess I started using it pretty early on and I was happy that a lot of the core functions didnāt really have to change very much over time so that it didnāt disrupt the development process. And you guys had like a really solid emulator, at least one for the Mac.
I was suffering a little bit without a, a Mac or with like a Bad Mac laptop for a while. And hoping that the Windows one would come out of the Windows aor and that took a little while, but you guys were amazing and sent me a Mac computer. So in case you forgot, I currently am holding a Panic Mac computer that has helped me so much with the development that it really made it possible for me.
So,
Christa Mrgan: Yeah. Until pretty recently, Panic primarily made Mac and iOS software. So of course the first emulator for Playdate was made for the Mac. We do have SDK tools for Windows and Linux these days too.
Chris Makris: But the SDK and the process was amazing and itās so fun making a game for a device that you know is gonna feel good in peopleās hands. Like Just seeing that you guys had like a quality bar expectation that I just knew that it was high and that you would make something really wonderful and so you experience that even through the SDK and the design of all of the functions that you are going to use to control the screen.
And you guys considered all the useful things that youād want, the controls youād want to have for a black and white, like sort of like binary pixel kind of like development process. You want control over that process. And I think it was a very like, well considered SDK.
Greg Maletic: Iām glad. Are you doing your development on Windows now or still on the Mac?
Chris Makris: Iām still on that Mac. For all of the coding and writing of the story, pretty much was all on Mac and then I would move to my PC laptop to do all of the pixel art and animation. And I guess on the subject of tools, I will add that, like, I mean my main thing is real time graphic stuff.
So like, I like making little tools for myself. I had a handful of little tools that helped me. With this game, like exporting animations from Photoshop and then bringing those animations, like just folders that I could drag into a tool I made that would create the right animation format.
And I had also built a tool that let me navigate all the story files without any graphics, so I could like go to a scene and open a story file and read what it said. And I could edit it in a text file and like refresh right away and see updates. So I had so little experience with like creating something like this, I just didnāt even know where to start.
Like I started with HTML at first, like which was a nightmare, and I quickly stopped that. And then I wrote everything in like a giant file. Iām like, oh, this doesnāt, I canāt navigate this. Scroll up and down. Like, so I had to create like a little tool, which was absolutely worthwhile that just let me jump around these files and gave me a sense of what it was like to have this interaction with this character followed by going to this environment. Or maybe you do it the other way around, right? Like I needed to get a sense of like, what is the order that people might approach this stuff? I, I have to like basically control, carefully control that whole process for the player.
And and little tools if you have an ability to like, make little tools in a, in the game development process, they can be the difference between making a game that feels like you donāt, youāre not controlling the process you donāt know what youāre making and something that you feel like, okay, Iām on top of this. And with something as complex as a game, you kind of have to feel like youāre on top of it.
I had a question for Greg real quickly, which is I was wondering about some of those like distortion effects and glitch effects. Like, can you talk a little bit about how, how those are made? Like, I loved, like the shivering like world like area.
Greg Maletic: Yeah, the mission map?
Chris Makris: Oh, that stuff is just so wonderful. So Iām kind of wondering if to what degree, if it all, itās all procedural, or did you pre-process anything? Or how did that go?
Greg Maletic: Yeah, itās all done live. And that was, all that stuff is pretty recent. I added that stuff maybe two months ago at the latest.
It all just happened. And so I didnāt even necessarily think I could pull that off in Lua. I mean, thatās one of the big challenges I had is trying to get my game to run in a performant way in Lua. I know C but I havenāt done C in a long time and I didnāt know how to really do c on Playdate, so I got started with Lua and just eventually gotta the point where itās like, gosh, I wish I could rewrite this all on C but it was too late. So I would, I would like to, to have had that performance, but I was surprised I could do those sort of glitchy effects in Lua and have it work.
And it works really well. I mean, itās just, you know, literally taking an image and chopping it into a bunch of tiny images and then drawing them with random offsets. And thatās all thatās going on there.
Chris Makris: So youāre chopping up bitmaps. Procedurally, you pre-process the chop up and then youāre just like drawing them all, like in a sort of like youāre wiggling them around?
Greg Maletic: Yeah. Like if I have like an image that say itās 50 pixels tall, the routines will divide it up into say, like 25 images of two pixels each.
Chris Makris: Oh.
Greg Maletic: And then draw them with random x offsets.
Chris Makris: Totally.
Greg Maletic: And thatās how it does. I was actually surprised it looked good. I was trying it just kind of on a whim, but it worked out really well. So I, I like how that stuff turned out.
Chris Makris: Something deep inside of you knew that thatās the way to go and have to convince you like, oh yeah, do it, Greg.
Oh, Iām, itās amazing. Itās amazing what can come out at the end of a development process, too. Itās like things that donāt seem like important throughout the bulk of the design process , you sort of tend to them later and really with not much expectation, but like, I donāt know.
I love, I love those details. They speak a lot to me. Like, I just like looking at them and sort of like being mesmerized by them and
Greg Maletic: Oh, yeah, but that works for you.
Yeah. The motion, I, thatās whatās so cool, in your game, you have so much like visual texture in these careful ways. Like you have some of the glitch stuff and some of the, you know, varying sort of like styles but then like even the shimmering stars that we talked about like a little bit already, like that kind of is has its own feeling and like, Just those things. They just go a really long way. Like they have such a magical quality. Thatās interesting to hear that some of that stuff came at the end.
Yeah. Yeah.
Chris Makris: Even the line, like Iād been meaning to go to the emulator and play the game and pause it so I could see whatās happening with it.
'Cuz it has a shimmer and Iām not sure if the shimmer is coming just from sort of the screen pixel flickering. Or if youāre doing something to create a shimmer
Greg Maletic: I am what Iām doing. I mean, the line is made of some number of coordinates, say 50 to a hundred, something like that, based on your shipās path. And then what I do is I for each segment that Iām drawing, I compute either Iām gonna draw the whole thing, Iām gonna draw none of it, Iām gonna draw the first half of it, or the second half of it.
Chris Makris: Ah,
Greg Maletic: and I do that every, every, every segment on the line. And then it makes that kind of shimmery quality.
Chris Makris: Absolutely love it. Those details, I mean theyāre, they matter. Those details matter. Like that line simmer is wonderful and itās such an important part of the game.
So like you give it that extra love, like when you think about how itās gonna present and it goes such a long way.
Greg Maletic: Good. Iām, Iām glad.
Chris Makris: And on the matter, like, what about some of the language you use in the game too? Like, what informed that and how did you come up with that? Even sort of like the background story and like I love the word lariat. Lariat, where does that come from? What does that mean?
Greg Maletic: Itās a synonym for lasso as far as I know.
Chris Makris: Is it? Okay!
Greg Maletic: Yeah. Yeah. And so I just, I liked how electro lariat sounded, even though I didnāt think people would, you know, use it when just describing the game and what it is. But it just sounded kind of funny to me and sort of cool at the same time. So thatās, yeah, there wasnāt a lot of thought put into the story in a way, in a way Iām surprised I put the story in because part of me was like, I want this to be a game without a story. Like, I donāt want there to be any overhead. I donāt want there to be a lot of text to read you know, any, anything you have to know to play it.
But ultimately it just kind of informed the design of the game. Once I wrote the story, I kind of had a sense of like, Just the barest essentials of who the bad guys were and who I was and what the mission was. And that really kind of made it work a little bit clearer. And so it was useful for me as an exercise.
And I think it works. Okay. I put it down, itās like the fourth item on the list of things to do on the main menu. So nobody has to look at it, but itās there if somebody wants it.
Chris Makris: Yeah. It was funny. I, Part of me was wondering like, oh, should it start with the story? Since itās so like small, itās just introducing you. I think like in the end, it doesnāt matter.
It does describe a little bit of the situation in a really broad terms, and then some of the terms, like the words are just, just suggestive in the right way. Like they carry a vibe that somehow like, operates really well with the visuals and with the sound and it is just amazing to me how that stuff can work together sometimes. It creates like a feeling.
And āStar Sled.ā even the star Sled I feel like thereās like kind of evocative words that like have to sort of like inspire, sort of something magical.
Greg Maletic: Yeah, āsledā just felt sort of slidey to me. And thereās sort of a power slide feeling a bit to the way the ship flies around. And so thatās, thatās where that came from. I realized that after the fact, that was just an, that was an accident that actually does look like a star. And I was Iām leery of making the ship more complicated 'cuz again, performance reasons. And so Iām trying to sort of make it more than a triangle. But, but not too much more so it doesnāt take away from doing other cool stuff in the game. And so that shape sort of seemed to meet that threshold, but, and I was like, oh, it is actually kind of a squashed star.
Chris Makris: Thatās funny. I like reflected on that shape and I liked the shape and I thought it worked really well. Has quite a bit of character for pretty common shape because itās distorted in the end. Itās like a distorted star, but yeah, thatās like, it seems so obvious now. Yes, the star.
Christa Mrgan: Yes. I totally thought the star shape was intentional all along. but this is where the conversation kind of naturally wound down. So I asked if either Chris or Greg had any more questions for each other.
Greg Maletic: I donāt, I mean, Chris, it was really nice to see you again. Itās been several years now.
Chris Makris: Absolutely. It was great to see you too, again, Greg and I love that I got to play your game. And does this mean-- is my game paired with yours? Like theyāll come out together?
Greg Maletic: Yes. Theyāll come out the same week.
Chris Makris: Thatās awesome.
Greg Maletic: In the season, weāre like week nine also. Something like that.
Christa Mrgan: ah, week eight. But it might have gotten switched around at some point,
Chris Makris: Okay, cool. Thatās good to know. Yeah, I think our games pair extremely well together.
Greg Maletic: Yeah. We tried to pick kinda opposites that go, so, so if somebody wasnāt in, in tune with one of the games, they might be in tune with the other one.
Chris Makris: Yeah, who wants to r ead the story? Someone might absolutely like.
Letās get some, letās get our actual gaming on.
Greg Maletic: Yeah, yeah. Or vice versa. So, but yeah. Yeah. I think they, I think they pair pretty well.
Chris Makris: Totally. Oh my God. Yeah. It was great to see you and, itās an honor to play your game and I, I really enjoyed it. I donāt play many games, so this has been like, actually even over just like three days, itās been like very like touching game experience.
I feel like Iāve had like a really nice time with your game.
Greg Maletic: Oh, thatās great. Yeah, I, Iāve really enjoyed picking up Saturday Edition again and Iām really looking forward to finishing it.
Chris Makris: Awesome. Yeah, let me know what, think. Itās cool.
Greg Maletic: Itās, itās fantastic. Itās definitely one of the best games we have, thereās no doubt. So yeah, Iām, I think people will really like it.
Chris Makris: Awesome. Thanks Greg.
Christa Mrgan: And thanks so much to both Greg and Chris for interviewing each other. This was a fun conversation. I hope you enjoy exploring the story of John Kornfield in Saturday Edition and encircling sparks and avoiding evil Trion Sentries in Star Sled. You can find more information about Chris Makris and Greg Meletic via the links in the show notes. Thanks so much for listening. Stay tuned for more episodes coming soon to the Playdate Podcast feed. See you next time.
Greg Maletic: Weāll see you.
Chris Makris: Bye guys.
Christa Mrgan: The Playdate Podcast was written, produced, and edited by me, Christa Mrgan. Cabel Sasser and Simon Panrucker composed the theme song. Additional music was composed by Chris Makris, Aaron Bell, and Jesus Diaz, and come from Saturday Edition and Star Sled. Sound effects from Saturday edition were created by Gord McGladdery and Alfonso Salinas, and sound Effects from Star Sled were created by Greg Meletic
Huge thanks to Tim Coulter and Ashur Cabrera for wrangling the podcast feed and working on the website, James Moore for making me an awesome Playdate audio extraction app. And Neven Mrgan who created the podcast artwork and site design. And thanks as always to everyone at Panic. Playdate is shipping now and available for pre-order at play.date.
Chris Makris: What if we gave this power to like artists 2000 years ago or something like that?
Greg Maletic: Right.
Chris Makris: What? What would they make, I wonder?
Greg Maletic: Yeah, itās a good question.
Chris Makris: I often think of that for whatever reason, like you think of like a Leonardo DaVinci type of wild person who just like explored so much invention, like you think like, oh, that guy wouldāve been on the computer.