Hangar 8 Dev Dialogs Direct
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HANGAR 8 DEV DIALOGS DIRECT
Twin Tail Digital was kind enough to allow me to ask them a few questions about their experience creating Hangar 8. I’m always curious about the story behind an indie video game developer and I tend to enjoy indie video games more than studio video games. What drew me to Twin Tail Digital’s story originates from a Reddit post they released showing Hangar 8’s trailer and briefly talking about their passion for video game development.
I asked the questions and Twin Tail Digital kindly replied. This is Hangar 8 Dev Dialogs Direct.
Is HANGAR 8 your first video game as an indie developer? Do you have any prior experience?
Yes, it is my first actual game. Having said that, I’ve tried to get into the game industry through multiple disciplines, like 3D Modelling, UI Design, Animation, and even marketing at one point and never succeeded. I got close to the marketing gig, but that is not what I want to do.
As far as programming, the most I have done before is individual game systems. I’d always end up hitting a brick wall and then struggling to get through it would always eventually put me off. HANGAR 8 is the first game I’ve fought through the mental barriers preventing me from overcoming obstacles during game development, and made a game! It’s not easy, but it’s possible!
What tools did you use to develop HANGAR 8?
I’m using the GODOT Game Engine and asset packs are from SyntyStudios. I was fortunate enough to get a couple of underrated artists for the music, which was produced by Losing Sleep, and a portrait of a cat that was digitally drawn by an artist named SaikoFae. So, I’ve had some help and can’t take all the credit.
How did you learn video game development?
When I was a kid, I was given some floppy disks—technically stiffy disks, that had Visual Basic tutorials on them. Then later in life, online, through independent learning methods. I also tried to watch programming tutorials for the longest time, but you need to read the documentation, then write the code yourself and try figuring it out that way.
I still have no idea what I am doing! I will say that some tutorials are invaluable because they make sure to explain the fundamentals instead of having you parrot code that’s just there to get the tutorial out.
What is the most difficult challenge you faced in developing HANGAR 8? How did you overcome it?
Honestly, all of it is a challenge. I dislike the marketing side of things the most, but as far as actual development goes… Writing code maybe? I’m not a strong programmer.
What emotional response do you hope to evoke from players with your video game?
I mean, it’s a horror game, so hopefully, there will be fear and anxiety—the good, fun kind, though. Maybe a touch of space madness! What I won’t be doing is traumatizing, simply because it’s a horror game, and you need to be “shocking” or whatever you call it.
I love anomaly horror games so if I knew how to make a video game, I’d want to make one myself. Why did you choose to create an anomaly horror video game?
I chose an anomaly horror game because it prevents me from becoming overly ambitious. It’s a relatively simple game—essentially a walking simulator. You can start simple and then get more complex with things as you learn and become more confident with your development skills. You also don’t have to worry too much about story and dialogue, which saves development time.
Now that HANGAR 8 is released, what do you plan to do next?
I’d love to quit my day job and do game development full-time. Unfortunately, I’m not in the position to just quit and risk it all. So until I manage to figure out how to pay the bills and keep debt collectors off my back, I am stuck in a position where, sadly, a lot of people find themselves: soul-crushing work during the week and developing after-hours. It’s not too bad, though; it could be way worse.
What advice would you give to aspiring indie horror game developers?
I don’t know if I am in any position to give advice, but to all aspiring indie developers—horror or not, don’t stand in your way, and just keep pushing yourself! If you hit a wall, either approach it differently or come back to it later. Doing a bit of planning also helps.
OBJECTIVE COMPLETE
Hangar 8 Dev Dialogs Direct is Ties That Bind Gaming’s first attempt at creating a space for game devs to tell their story. Twin Tail Digital was patient with us and excellent to work with. They will forever be a staple in our journey. We thank them immensely.
Now that you know a bit about Twin Tail Digital, head over to the featured article on Hangar 8. Here you can learn about their anomaly video game and why you should play it.
If you are an indie video game developer and are interested in Dev Dialogs Direct, fill out an application for our free Indie Dev Marketing to see if your video game qualifies. Qualified indie video games will get the opportunity to tell their story, just like Hangar 8 Dev Dialogs Direct.
EXPLORE DEV DIALOGS DIRECT
Discover the stories behind the games you love. Dev Dialogs Direct dives deep into the passion and innovation driving the indie scene with insider perspectives, behind-the-scenes stories, and a closer connection to the games and their creators.
Whether you’re a gamer, a developer, or just someone fascinated by the art of game creation, this series dives deep into the passion and innovation driving the indie scene. Stay tuned for insider perspectives, behind-the-scenes stories, and a closer connection to the games and their creators.