Monthly Archives: March 2019

So you may have missed it, but we launched Production Line out of Early Access almost exactly a week ago. It looks like we have had a pretty good launch. We were in various charts in various categories, sold a lot of copies, got some good word of mouth coverage, and a fairly minimal amount of bug reports. I have remained relatively calm, and relatively sane, and am still motivated to improve the game and continue to do (some) work on it for the next few months. Woohoo.

TBH this is the smoothest game launch is Positech’s history. This is the first time I’ve done early access, so its the first time I’ve had literally tens of thousands of people hammering the game code *before* I officially declare the game *done*. Frankly, these days most indie games get a way bigger EA launch than a final product launch, so its not as gentle a ramp up as it sounds, but it still resulted in a pretty bug free departure from Early Access

Something I was very happy with was that I could set the ‘final’ build live for all the EA players, not touch the game *at all* for a few days, and when I was absolutely sure everything was fine, just literally click the ‘release out of early access’ button knowing that things were pretty stable. I highly recommend this!

So far we have had ONE patch since release, which fixed a short list of things, and there is another one on the way in maybe a week or so, which will be the accumulation of a bunch of bug fixes (even some pretty rare crashes) and some UI features people have asked for like a camera speed slider, autosave interval slider, and some extra stats. It feel so good to be in a position where people are saying ‘the game needs a better UI for feature X’ instead of ‘the game needs feature X’.

I definitely have plans to do some paid content for the game (DLC) alongside regular updates. I’m obviously not in a position to even tease anything like that yet, but as I prefer content-heavy DLC to code-heavy DLC (its just optimal given that I am the only coder), such things do not take *much* time to do (although there is of course a big art budget cost).

Right now I’m pretty happy with how Production Line has gone. Even if the game makes NO MORE MONEY AT ALL, I’ll be happy (but amazed!), and I think over the long tail of the next 2+ years there is a good chance of it making at least 50% of its current earnings again, which I’d be very happy with. I’m currently minded to *not* go mad with sales and discounts, as I think this is getting a bit out of control and games are being devalued, but I may think differently about that in a years time.

Anyway, this is nothing but good news, which is a change from the usual indie ‘I sold no games and have eaten my pets’ stories, but I’m not going to pretend things went wrong when they didn’t. I always blog openly about my screw-ups (2 recent games still in the RED for me :(), so I may as well be honest when things go well.

Thanks to everyone who bought the game so far!

My super-complex spreadsheet which I use to track the spending and income for my latest game (Production Line) informs me that I have been working on it for 3.12 years, and have spent a (very roughly estimated) total of 9,115 dev hours on it. The game is leaving early access tomorrow!

In truth I have probably spent a lot more hours than that, as I tend to overwork, and spend a lot of time in evenings checking forums and reddit/facebook etc to reply to people, but anyway you look at it, 3.12 years seems to be quite a long time to work alone as the only coder and designer on a game.

Bizarrely, I am still very much enjoying the games development, and have a list of extra things I would like to tweak and improve after release. In many ways the decision that the game is ‘released’ is a purely arbitrary one. In marketing terms it encourages people who dislike the state of most EA games to try the game out, and it also signals a potential slowing down in the addition of new features.

I still have a lot of ideas for stuff that could be added to the game, and I suspect we will have some paid DLC once the dust has settled. I wont rehash my pro-DLC arguments here, but I’m in believer in it both as a developer and a gamer. Why will DICE not sell me panther tank DLC for Battlefield V? TAKE MY MONEY. (also new hats please!)

Speaking from a personal point of view.. I am TIRED. I’ve felt like it for a while, and I think I do need a brief period where I scale down my work slightly. We are currently working on Democracy 4 (I’m not coding on it), and helping to manage that is an imminent concern. I currently have NO PLANS for any other game after Production Line (as a coder), so I’m pretty free (assuming it sells ok) to relax for a bit.

While I relax (Maybe for an HOUR!), here is the new launch trailer for Production Line. I really enjoyed getting this made. I hope you like it :D

Oh and if you have suddenly decided to buy the game, you get a steam key and we get 95% of the money if you buy using the widget below!

I have a few reports of a bug in production line where people have got VERY good at the game and amassed tens of billions of dollars. Nothing actually crashes, but financial reports start filling up with gibberish like $-1,-4,-2,-0,-1,-3,-5 and so on. The cause is simple, the fix difficult(ish) and the wider implications worthy of comment.

Firstly, as most coders can already guess, its because I’ve gone outside the max limits on the data type I’m using. I use a ‘float’ for financial figures in the game (mainly because some items get percentage reductions due to global events and competition, so I need decimals) and because *somewhere* I must be casting it to an int (no idea where yet) the numbers I can represent are limited to -2,147,483,648 to 2,147,483,647 because an int is 4 bytes. If I was using only a float, things would be super different. More details here.

Anyway, although generally speaking numbers like that are big enough, in a financial sim, restricting any possible number to a max value of $2billion is not ideal. My game is not ‘realistic’ in costs, and its rare that players finances will exceed $100 million, let alone 2 billion, but obviously it happens now and then and the game kinda screws up.

The fix is easy. I just need to replace that datatype, but the actual implementation is a bit more messy, because that means old save games need converting or handling as I load those numbers in (right now the game only knows how to load ints, floats and strings and likely casts to ints somewhere). I also have to go through every place where those numbers get locally stored by any GUI code and ensure I’m not using ints there either, and of course I need to change my display code so it handles floats properly and converts them to strings properly.

TBH its likely only a days work, but assuming another day to test it, and then a few days of ‘unstable build’ roll-out to the hardcore before folding it into the main code branch, all this means that this will be a fix coming after release on Thursday, and NOT today :D

Perhaps the more interesting topic is how do you deal with edge cases and marginal cases with a sim/strategy game. I know from experience that people WILL push these games to the extreme and WILL break them. I’ve had negative reviews from people with >100 hours playtime because their extreme playtime has led to discovering exploits, and edge cases that allow them to ‘break’ the game.

Anyway, this is a real issue because making a balanced, playable, fun, reliable game that works for 99% of the playerbase takes 99% of the effort, and making it work perfectly in EVERY edge case is…another 99% of effort. Generally speaking, its way better to concentrate on fixes, features and changes which make the game better for the 99% than to fixate on the extreme edge cases, especially as a time-limited indie who can never do everything.

I’ll fix the numbers thing post-release, but I have to admit that are likely some other real edge cases that I never will. This is also true of any of my games, like Democracy 3, or Gratuitous Space Battles. There are probably obscure edge cases and tactics that you can discover in all my games that ‘break’ them, after 100+ hours of gameplay. Thats not shocking. I’m always going to make the majority of players who play in the ‘usual’ way my primary focus. Edge case fixes are something I like to do, and want to do, but you can never get them all, or fix them all. You will go mad trying to do so.

Do not forget that there are companies like EA/DICE where thousands of players will scream that ‘X’ is unbalanced or ‘Y’ breaks the game and has not been fixed!, and yet presumably those companies have 50x the manpower I do. The likelihood is that they have data that shows this is only true in 0.1% of cases, and their dev time is better spent elsewhere. I have no illusions that players will accept that as an answer, but that will not stop it being the case!