Game Design, Programming and running a one-man games business…

Talking With Customers (or potential ones)

Years ago, I did this blog post, which is why I now run a dedicated server, because mine just MELTED. I was even on the radio, in several countries, yabbering on about piracy. Its still a huge big deal in terms of people recognising my name.

Anyway. I’m sort of going to try and do the same thing, sort of, but on a different tack. it won’t be vaguely as popular, and I bet I get 10 replies, rather than 10,000, but that’s cool. So instead of ‘Why do you pirate my games’, todays question is

“Why didn’t you buy Gratuitous Space Battles?”

Please read this next bit:

I am NOT complaining. I am NOT moaning about sales. I am NOT unhappy with sales, I am not whining or anything like it. I just like making games that people enjoy, and I don’t know why the people who didn’t buy it, didn’t buy it. I’d like to know. The answers may well make it a better game for everyone, if I fix those reasons (if they make sense). It will make the game attractive to current fence-sitters, better for current owners, and more sales for me and my cats.


This cat demands answers NOW.

You can post here, or email me at cliff@positech.co.uk. Subject could be “Why I didn’t buy GSB”. As with the piracy thing, what I 100% absolutely totally want is honesty. Here are some prompts for what you might be thinking, and please email me if any of them are true:

  • “I Thought it would be an arcade game, but it wasn’t and I don’t like strategy games.”
  • “I Don’t like 2D games, or at least won’t pay money for them.”
  • “The demo was too easy”
  • “The demo crashed”
  • “It ran badly on my PC”
  • “I already have lots of space strategy games”
  • “The demo was badly balanced”
  • “I heard bad things about it”
  • “I don’t trust buying it from your website”
  • “It’s too expensive”
  • “I wanted direct control of the ships, and that was frustrating”
  • I wanted a campaign wrapped around the battles. It was too sandboxy”

etc. Obviously, feel free to add to the list, above all, be honest. I’m not offended if you email me and say “The games shit, my dog could make a better game”. I would disagree, but that’s your opinion :D.

If you have friends or interwebs-buddies who you know saw or heard about the game, and don’t own it, I’d love to know their opinions. Obviously if you *did* buy it, you don’t get a vote today. Sorry, and thankyou for buying one of my games. You are clearly happier, more intelligent, discerning and probably more attractive than other people.

My intention here is to hoover up all those comments that invariably get made, that could, in a perfect world, be fed back to the creator of something to make the product better. We, as a species really need to get our shit together on that. If you are like me, you *always* find something about everything you buy which is annoying*, there just isn’t a direct route to the inbox of the designer to send your feedback. My email address is cliff@positech.co.uk. Tell me what improvement would make you a buyer of Gratuitous Space Battles.

*those new nozzles on ketchup bottles give me less control over ketchup distribution, and are affecting my purchase decisions…

Current campaign-game to-do list

These are things on my list right now:

  • Add new code to tutorial so it can zoom to a specified location.
  • Finish off tutorial text and code for the remaining bits of the campaign.
  • Do the screens for victory or defeat in the campaign.
  • Filter out fleets where ships have no engines, so they aren’t selected as enemy fleets.
  • Merge 2 fleets if you drop one fleet icon on another.
  • Prevent exploit whereby you invade a system, then save and load before the battle got resolved. (Ooops).
  • Merge two fleets into one if you send two fleets to invade the same system at the same time.

None of these are trivial tasks. It’s coming together though. I’ll probably interrupt work on this at some point to release patch 1.39, although the campaign itself will need a patch to support it, so I might wait until the campaign is finished first. I keep considering putting the campaign code into a separate DLL, but tbh thats only going to be needless grief. There will always be one or two tiny things I need to change in the base game to support all the campaign stuff, so why bother? The campaign is all seperate data, just like the expansion packs.
Sales of GSB are definitely slowing. Hopefully the campaign will boost them up long enough to last me until I finish whatever game I do next.

Ooops. Fighter Swarm

Whilst trying to fix something else, I just found a bug in the campaign capture code. It looks like when you capture a fighter squadron of 12 ships, it gives you 12 squadrons of 16 ships instead. Then when you fight with them again, they end up squads of 120 fighter ships each somehow…

Methinks this is a bug, although it’s quite a fun one :D Also interesting to see how easily the game coped with the fighter squad size limit being exceeded. That must just be a GUI limit then, which is interesting. maybe I’m not such a crap coder after all?

Campaign code is trundling along. Slightly distracted by some work fixing Kudos: Rock Legend so it works with new video card drivers, plus planning on quietly making the crappy GSB hull editor usable at some point, and helping with the Mac port of GSB. (Yes, really it’s coming…)

Campaign Scrappage schemes

I’ve been slightly sidetracked recently by the release of the Swarm DLC on steam (few technical issues there) and some updates to the core game which will filter through in the eventual next patch. Meanwhile, slow but sure progress continues on the fun and games of the campaign game. Here is a current work-in-progress coder art style screenshot. I’ve just finished coding the ‘scrap ships’ UI so you can scrap ships to recover some of the money. You only get 25% of the value, so it’s a desperate measure rather than a simple way to refit the fleet. It might be useful for when you have damaged ships not worth repairing, or for when you capture enemy ships that don’t suit your current fleet.

In other news, I now no longer find the big clump of black birds that live in a tree in our garden to be cute. Bastard things woke me up at 6AM this morning. I suspect they are ravens, or maybe pterodactyls. Certainly not as cute as I recall. Jack now has my express permission to get the bastards. He’s been practicing on the smaller birds. So far it’s about 5:0 to him. Nature eh?

Todays Bugs

I found a bug today, after it was reported by a few GSB modders. I had done some cunning optimisation for my file handling months ago, where my Ini File loader code kept a file open during it’s lifetime in case another section from the same file got read soon afterwards.

It turns out that the C Runtime barfs if you try to open more than 512 files, under all circumstances. This is fine until you mod an extra 300 modules into GSB, then it just dies. So… problem fixed. Ideally my ini file code should be able to handle this better entirely, but thats for another time,

The second ‘bug’ is still underway, (point defence modules appear to not respond to damage, but in the debugger, they clearly do…) but its pointed me to a third one, that was also reported…

When a point defence beam shoots a missile, it may not work. The missile may be unharmed. In this instance the missile is still ‘claimed’ by the PD module until it dies, so no other PD module will have a second go at it.

I could fix this trivially, it’s just an oversight*. But would that make PD too powerful? It’s already prety good, albeit some of it’s thunder has been stolen by the Swarms Smart Bomb. It’s only going to kick in where you have a few incoming missiles and multiple PD modules. But that second chance to fire could save you from that vital pesky megaton missile, or Order nuclear bomb…

Thoughts?

*easily explained though. The neutron power surge generated by the point defence beam temporarily blinds the targeting mechanism of other PD modules from homing in on the positronic flux decoupler on the same missiles.


Edit: actually the PD bug is now fixed, making them fire much slower as a result, so I’ll fix the multiple-attemptsĀ  bug to compensate. it also turns out that the fire-Interval for guidance scramblers is misleading and not applicable, which explains its strangely high effectiveness, so that will be nerfed slightly too…