Wireframe_-_Issue_23_2019

(Tuis.) #1
wfmag.cc \ 07

Interview

Attract Mode


satisfying nature of automation writ large,
and it’s utterly beguiling to boot.
Adorable? Check. Intelligent? Check.
Capable of stealthily teaching players the
basic tenets of coding? Check. Our three
checks checked, we spoke to creative
director (and former Zzap!64 editor) Gary
Penn, and technical director Aaron Puzey,
to find out more about Autonauts.

Where did the idea for Autonauts come
from? And just how good is Factorio?
Puzey: I worked on a friend’s farm for
a day and realised there are a lot of
interesting systems, some of which feed
back into each other. For instance, crop
waste is ploughed back into fields, sold
to other farmers, or incinerated to make
heat for growing berries in polytunnels.
I made obvious connections to Factorio
and immediately started on a prototype
the next day.
Penn: I think it was the day after that
Aaron brought in a Typically Aaron
Prototype: a sketch borne from a personal
game jam with enough functional charm to
win me over there and then. Factorio is ace
but too dry for my liking. The trailer video
they did was fantastic and made me feel
like an excited child desperate to play it;
the reality turned out to be too ‘grown-up’
for me.

It’s a small team with big plans – how
challenging has it been to get the project
up and running, and then to tweak it to
the point where it’s fit for release?
Penn: A lot of work – a lot of reworking,
actually. But we love working with each
other and love the concept, so it hasn’t
felt like work. Well, it has when it’s been
outside of our comfort zone, like when
we considered publishing it ourselves.
When there are only two of you, you
have so many different types of job to

“One of the hardest
things of all for us to

do has been to contain


its potential ”

Free download pdf