[PS4Blog.net Interview] SOEDESCO On Defunct
We’re currently working on a review for Defunct so we got in touch with SOEDESCO to talk about the game’s development for the PlayStation 4.
PS4Blog: Hi! Welcome to PS4Blog.net. Could you please present yourself to our readers and tell them a bit about your work?
Hi, I’m Vera. I work at Soedesco as the programmer that ports indie games from PC to other platforms. Soedesco is a publishing company based in the Netherlands. I’m not really developing any new games, but helping developers out there getting their game to other platforms by porting their game. Being the only programmer at Soedesco, I need to be a bit of a Jack of all traits. Giving technical support to the producers, learning any new platforms as they get thrown at me and tackling issues that can arise in a port. Luckily I don’t have to do all the ports of the games that SOEDESCO publishes – we get great help from other porting studios too!
PS4B: Defunct is now out on PlayStation 4. How would you describe the game to someone who’s never heard about it?
If I were to describe Defunct to someone that has never played the game, I would say it’s a Sonic-like fun fast paced game, where you play as a robot trying to find your way back home. It even has some small skateboard elements to it, letting you take different routes, going through ramps and tubes. The game offers great replay value by letting you beat the levels as fast as possible and compete with other players by getting the fastest time on the leaderboards. That’s why the speedrunning community loves this game so much!
PS4B: How long did it take to port the game? Where there any particular challenges or hurdles that had to be overcome when porting Defunct to the PlayStation 4?
It’s a bit tricky to say how long the entire port took, because it was not the only platform I was porting to. The entire process from start to end, getting the game through submission on PS4, took roughly 3 months. I think I had the most difficulty with getting the game to stream in the levels smoothly on PS4. On PC, this process goes much quicker, but gave me quite the challenge on console. When I start out porting Defunct, at first the game would completely freeze when loading in a next level. So I really had to dive into the game logics of the original developers code and see how I could improve this.
The second challenge I had was changing the save system they were using, to make it compatible for PS4 and other platforms – specially debugging through it when it wasn’t yet working correctly. Overall, it was a challenging and fun experience, and we will see Defunct on many more platforms in the future.
PS4B: Thank you for doing this interview. Would you like to add anything else before we go?
I would just like to thank all the people that supported me through the process. The people on the Sony forums, and the great support from Unity. All my colleagues at work for bearing with me when things didn’t work! The great speedrunning community of Defunct, without you this game wouldn’t exist. I hope this game will be shown at many more AGDQs in the future!