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Steven Mummery | Quartermain and the Cult of Cthulhu
21st January 2025 • In The Keep • In The Keep
00:00:00 02:05:44

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Steven Mummery aka ThePrinceOfMars is a video game designer known for the light gun shooter 'Pixel Crisis' and currently working on 'Quartermain and the Cult of Cthulhu', a retro first person shooter being published in March 2025. | Wishlist Quartermain and the Cult of Cthulhu | Play Pixel Crisis | In The Keep | Support In The Keep |

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[0:00] Music.

[0:27] Is a two-year project it was going to be a two-month project but i seem to be medically incapable of doing small projects um the idea was originally okay so basically opera at kovic when kovic first happened i started doing online tabletop gaming at first advantage and dragons then i'd done call a kufulu and then eventually we moved on to a more action-orientated version called pop kufulu and this is a few group of close friends and when i came to chance to do it like to put tons of it into these and i would photoshop the characters together because i told all my friends pick a famous movie if you can't think of

[1:04] a character for our games pick a famous movie actor.

[1:07] In a movie you like and that would be your character so i would photoshop all these characters together in posters and that would be i'd have lots of fun with that and we'd enjoy it and we've done this for like a year and then eventually i'm like i gotta make a game so why don't i uh basically make a video game based on these characters and that was basically what uh quarter main and the carter cabula became was my attempt to do a pulpy indiana jones like adventure based on the tabletop gaming characters my friends created and my original goal was to make something that all my friends could enjoy it didn't work i barely talked to them anymore but i made a cool game at least i think i did yeah man i've been playing uh you know the early build uh how what are you looking at releasing it now what's kind of the time frame uh march basically i've got uh february to just sort out the uh cut scenes and then it's just polish polish polish polish yeah it's good.

[2:10] Six weeks time to kind of do that qa and marketing push you know put the put the final shine on it and everything but anyway so but for the sake of folks listening i have played a build that is six weeks roughly early um and it's there's still some things so if i if i cite any issues they're probably resolved by the time the audience is hearing this but yeah it's it's really really interesting um,

[2:33] Just kind of the whole business model of working with the easy FPS engine. It's not something that I had ever considered. I mean, I've obviously made quite a dent in the GZ Doom boom. The boomer shooter boom, so to speak. But, you know, then Sam had contacted me saying like, Hey man, you know, like we have this cool kind of Cthulhu game coming out with DOS Man that you might be interested in.

[2:57] I didn't even know Sam had a fucking video game company. So I was like, sure, why not? and then you know you i ended up getting connected with you and everything but the game is is neat it's it's very simple obviously for folks uh who are fans of like kind of the we'll call it boomer shooters for the sake of doing so for the the retro fps crowd this is everything that comes out of like the easy fps engine is going to be very rudimentary it's it's essentially you know like 2d sprites all the way around uh very similar to wolfenstein in its functionality it does have room over room stuff from what i can tell so that's neat it does it.

[3:32] But there are other limitations um okay so maybe a bit of clarity would be in order for the audience because they may not know all this stuff uh first of all i just want to clarify you've not spoken to any other easy fps editor uh devs at all you are the first person that i have known to have made a game in this engine unless of course someone else had done it and then passed off a game not telling me that there are many i just assumed that they had one of the other devs talk to you at some point okay no worries um so for the audience uh basically what is easy fps editor it is basically think rpg maker but for fps games uh it's an ability to create a specific genre as easy as possible to the point where you don't really have to do tutorials so you open it up and you're like okay this makes sense here is a grid which is the map.

[4:25] Here is where i draw in the enemies here is where i tell them what to do simple stuff it does get a little complex when you go right into the little details of it but to just pick up it is one of the easiest game creation tools i've ever known um yeah so that's what easy fps editor is rpg maker for old wolkenstein efps games right and folks can get a hold of this like through what itch die io is kind of where i started finding at least branches of it but um so it seems like there's been a lot of forks um do you use a particular one or do you recommend i use uh clive edition i think because that's the name of the guy who done the spinoff yeah um it's okay i would love to go into some detail on the pluses and minuses.

[5:10] Again maybe you know take a second just to fill the audience in i have mentioned uh before uh that i've been on this podcast is the fact that i've been suffering for the last few years from a form with chronic fatigue i've been very very tired so i wanted to make games but i stopped programming because i suffer from brain fog i get these moments where i can't think clearly and i had to give up anything involved programming so i wanted to still make something i wanted to be as easy as possible now you're mentioning like jay-z doom i don't know how complex it is to use that would you describe that as a hard thing to pick up and learn or was it quite easy for you i just want to first acknowledge the fact that as i'm american and i said gz doom and then you as a brit would say ggz doom and that is hilarious no no it's funny it's funny uh and it's true it's right both ways so yeah yeah ggz doom is basically a more modern updated you know community version of.

[6:06] The more i was playing doom than yeah for the folks listening you know like i have to always keep that in mind like if if someone's tuning in that has no clue what we're talking about i have to have to give them some you know some leeway and some understanding of like what what does this even mean what are they they're saying all these acronyms i don't know it's like being in the military again you know uh but yeah with the doom engine there's been so many games over the past several years that have used it right like the like hellforge studios is a big big one where they have you know they're my question was was it hard to learn i didn't learn it i guess i guess that's what i'm trying to say to you is that i am in the business of it i've been on the i took that as being a depth is what i thought no no no i i don't look man i don't draw shit i don't i don't code i i can write narratives but i'm i've been primarily my entire.

creators and this was back in:

[8:33] Um and it was fucking terrible it would let you make fps games but all the fps games had very bad enemy ai and it had uh bad terrible slowdown issues it was badly coded so whatever games you made if you had rooms that were too large the frame rate would fall through the fucking floor but i made like six games with that uh one was called the principality of mars which was like a steampunk fps game and this is before bioshock uh and there was another one i made called the Tales of Cthulhu which was a Call of Cthulhu inspired I'd never played Call of Cthulhu I just played the video games which I actually hated but I liked the idea of it um you know Dark Corners of the Earth on the original Xbox anyway so I made these games with that and I gave up on game making because I tried to learn game maker and I couldn't do it I couldn't get my head around code and then a couple of years after that I discovered Construct 2 and Construct 2 didn't use traditional code it used a um its own proprietary uh tick and i can't remember the words they use their own proprietary system for making games that was like coding but not simpler i found it okay still kind of hard still very buggy i made a couple of demos and people really liked them i made um on-rail light gun shooters pixel crisis it was a homage to time crisis i put like three months into it and it really took off it's

[9:58] really fun yeah thousands of.

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