Interviewing Susumu Takajima of Drillimation Systems:
Drillimation Systems is an established indie development studio transitioned from dream into reality in
August 2014. One of the studio's successful game is Chuhou Joutai. Owner of
polish Drillimation Systems is looking forward to flourish his studio into a
company in future.
Drillimation Systems is
approached for an interview and the request is granted. The interview session
is conducted with the worthy programmer and owner of the studio, Susumu
Takajima.
Hi Susumu and a warm welcome to
Games Cover!
Susumu Takajima
Q1. We are curious to know more about you and what pushes you into starting your own studio. Also tell us about Drillimation Systems.
My brother and I have always had
a dream of creating a game of our own, but we lacked the resources and
programming knowledge to do so for many years. After we saw the indie boom with
the successes of games like Minecraft and Touhou Project, I realized it was
possible to create a quality game all by yourself.
I originally founded Drillimation
Systems to create GoAnimate videos. After GoAnimate transitioned to HTML5,
which removed most of the site’s most popular themes, I decided to undertake
software development instead. If I get enough money from selling Chuhou Joutai
on Steam, I will eventually establish Drillimation as a company.
Q2. Which game do you like playing the most?
Some of my favorite games include
Mario Kart, Mr. Driller, and Touhou Project. I do play other games, including
Super Smash Bros. and such. Asides from being an arcade game fanatic, I’m also
a huge fan of RPGs, with some of my favorites including Pokémon and Final
Fantasy. I haven’t played Dragon Quest very much, but felt I should after
seeing the Hero join Super Smash Bros. Ultimate last year.
Q3. What inspired Chuhou Joutai?
Chuhou Joutai
The idea for Chuhou Joutai
apparently came from an unexpected place: frustration. Touhou 15: Legacy of
Lunatic Kingdom had just released and a friend of mine compared our high
scores. Danmaku shooters have never been a mainstay of western gaming culture
due to their complicated nature. So, I sought to create a danmaku shooter for
beginners and especially for young players. Since shooter games are a niche
genre in the west, the problem with them is there’s way too much cruelty in the
genre, and needed to come up with an alternative, family-friendly title. Chuhou
Joutai was the end result.
I have been playing Touhou
Project for more than a decade, ever since I was a child. My first Touhou game
would’ve been the very first Windows game, The Embodiment of Scarlet Devil.
That was the game that really made the series take off, and I have since played
every mainline Touhou Project game ever since. I also downloaded all of the
soundtracks and I’ve listened to them countless times. You might ask how I made
a more modernized Gensokyo into Chuhou Joutai. ZUN’s content usage rules state
you are allowed to distribute Touhou Project fangames on Steam as long as you
adhere to his rules. He doesn’t care if you make an original title and
incorporate elements from the series into the game, which we do (think Queen
Marisa).
Q4. What makes it unique?
What makes Chuhou Joutai unique
from other danmaku shooters is its health system. Because we wanted to make a
game tailored for beginners, we decided to include it so that players don’t
have to worry about one-hit-deaths, with other games in the genre have. We also
included a dedicated tutorial to teach players how to play the game and such. I
was inspired by a similar mechanic in The Legend of Zelda: Four Swords where if
you die, you have to pay a fee to continue and if you don’t have enough, the
game ends. Chuhou Joutai does just that.
Another thing that makes it
unique from others is the cutscenes. We decided to aim for visual-novel style
cutscenes as it was the only way to have the story unfold.
Q5. How do you handle art?
According to reviews I read for
Chuhou Joutai after it was released, I noticed the art direction had mixed
reactions, with some players calling it “odd.” It kinda does because I was not
a very skilled artist at the time of Chuhou Joutai’s development. Things have
changed if my fans saw my video of me building my new gaming workstation, I got
a touchscreen monitor to make things easier and such. If I do get to a sequel
for the game, I will likely use much more detail.
Early iterations had a more
realistic, creepy art style, but we decided to settle on a more colorful,
cartoonish art style, as this game was intended for western audiences.
Formerly, I used Paint.NET early in development, before I moved to Photoshop
and Illustrator. I really wanted to use a more anime-inspired art style, but
settled on an art direction inspired by the Mr. Driller series.
When we were in the
post-production phase of Chuhou Joutai, I discovered a new tool by the same
guys who run Pixiv: VRoid studio. I was so happy I found it because I’ve always
wanted to make realistically-designed anime characters and I prefer to work in
three dimensions.
Q6. Which hurdles make developing games especially challenging?
Chuhou Joutai took a year and a
half to make. The cutscenes were the reason why it took that long, as we had to
draw a lot of stuff. Believe me, we did everything with a mouse and it was all
on a Dell G7 gaming laptop, which had limited storage and RAM. We had to work
around the clock and dedicate time to completing our homework and studying for
exams. Each stage took over a month or two to write. We also have to translate
and such for the other market and such.
Perhaps my biggest challenge was
marketing it. Every time you need to market something, it costs money. Good
marketers are tough to find as some never respond to emails, do work that’s
rubbish, and want all of your money. Twitter helped me get 2,000 followers as I
am very active and kept liking tweets and participating in discussions to get
my name out into the public. Aside from using Sprizzy to promote, the 60-second
trailers prove to work the best because the majority of people who watch it
stay almost entirely. Spanish PR company Super Indie Games approached me and
told me I can secure their services for a small fee. This was especially true
because I was originally going to promote the game at two dining locations in
my area: Grotto Commons at Mercyhurst University and The Cove Bay-Side
Restaurant & Tavern, both of which are located in Erie, Pennsylvania, the
city Kozankyo is modelled after. Their menus were going to be fashioned in the
theme of Chuhou Joutai for a limited time to promote the game with the menus
being directly inspired by the game. But then during the post-production phase,
the coronavirus pandemic hit the United States so hard that I couldn’t do it
due to the imposed quarantine. Because I was stuck at home and couldn’t leave,
I used the quarantine as an opportunity to finish the game.
Q7. What does appeal you in indie games?
I really have nothing for this
question. But one thing I can say about the creators who are also composers.
Creating a video game takes the skills and talents of many people. But those
who have all those skills can become superior candidates for job positions at
the major studios. Another thing I want to say is Chuhou Joutai has an official
wiki on Gamepedia called Drillipedia.
Q8. Which programs or developing engines do you use to create your games?
I used GameMaker Studio 2 to make
Chuhou Joutai. I used a number of other programs, such as Photoshop and
Illustrator, OpenMPT, Synthfont, Famitracker, and Tiled.
Q9. What else do you do for fun?
Touhou 1: The Highly Responsive to Prayers
I made another game late in
Chuhou Joutai’s development. That game ended up being an NES-styled remake of
the very first Touhou Project game The Highly Responsive to Prayers. Doing this
remake had me play Highly Responsive to Prayers for the first time in like
years. I felt very nostalgic. A few months ago, I composed for a Touhou Project
fangame called Catch Hina!, as they were looking for a composer. I was the
first to jump in and immediately got the position. Kagami Ochiai, Chuhou
Joutai’s female protagonist, also appears in the game as well.
Asides from that, another thing
that influenced part of Chuhou Joutai’s world is a series of artworks I
collectively call 19th Century Touhou. This series shows what the majority of
Touhou Project’s characters might look like if they wore Victorian-era gowns
and such.
Q10. What’s next for you?
In the video where I build my new
gaming workstation, I mentioned an NES-style remake of Touhou 2: The Story of
Eastern Wonderland, and a mystery game, which could possibly hint at Chuhou
Joutai 2, which I first teased as an April Fool’s joke. Three songs from it
appear in the video. As of this writing, I’m still waiting for Game Maker
Studio 2.3 to release. In the future, in likely a few years, I will make Chuhou
Joutai an established series and in the future become Nintendo exclusives. All
those games will comprise the Drillimation Danmaku Universe.
Susumu is looking forward to make
NES-style remake of Touhou 2: The Story of Eastern Wonderland. He also plans to create Chuhou Joutai an
established series and later as Nintendo exclusives.
We wish Susumu greater
achievements. His remarkable work has paid him off & we would like you to
help this talented developer by purchasing a copy of Chuhou Joutai on Steam.
well-done.
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