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

Actually shipping a game.

I used to work at Elixir, famous for ‘Evil genius’ but also famous because two of the founders went off to start DeepMind, and become world famous AI gods. Anyway… when I was recruited there, I was surrounded by maths experts, people with AI phds and generally people smarter academically than me. I am pretty sure the reason i was hired was because unlike the majority of the coders there, I had finished a bunch of games already. Back then, most games got canned, or went on forever. Nobody shipped anything. Knowing how to ship was helpful.

Developer_-_Elixir_Studios_Logo

Welcome to 2016, and its no different.

The development schedules of most indie games amaze and astound me. Admittedly, I’ve been working on games a long time (I started coding 35 years ago) so I am pretty experienced, and probably work at a faster rate than most, but even so, I read about some indie games and find myself thinking ‘seriously, it still hasn’t shipped?’.

I’m not talking about those cunning indie hits like Prison Architect, which was such a dam-bursting vortex of sales in Early Access, that it made practical sense to keep it in development. I’m generally talking about the smaller games, and almost always peoples ‘first game’.

There are many reasons someones first game goes on forever, some of them technical, just a lack of experience meaning everything is being done for the first time and thus there are no shortcuts, you have to learn it all, and naturally your efficiency is lower. You may also be doing it (if you are sensible) part time with a day job paying the bills (not to mention the development cost), so you don’t have enough time to dedicate to it, and there is an inefficiency that creeps in when you work an hour a day, in short bursts. However, fundamentally, I think the problems tend to be psychological.

book

One reason is that people are terrified of criticism. When you are ‘working on’ your game, you can deflect all criticism with ‘thats placeholder’ ‘its not finished’ ‘this is just alpha’ and so on. Once you metaphorically stick it in a box on a shelf, you are saying ‘I made that, what do you think?’. Its kind of like standing naked and asking people to hold up score cards (I’m guessing…). Releasing a game means you run out of excuses and have to stand by your decisions. Thats scary. Especially if you have never worked alone before, and have NOBODY to shift blame onto.

Another reason is the inability to compromise on quality. This is the big one. All games are imperfect upon release. All of them. Its a fact, deal with it. So are all books, all plays, all movies, and everything ever made. Star Wars was the most successful film ever made, and was so flawed on release the director famously kept tweaking it decades later. ‘Revised and updated’ often appears in text books, and I lose track of how many ‘directors cuts’ and ‘special editions’ there are of Lord of the Rings.

Stormtrooper_Search

Ultimately you make commercial games to entertain people and to pay the bills. An unreleased game achieves neither. The worst, crappiest, half-assed bug-ridden unoriginal games released on PC are more successful than all those indie games that are stuck in perpetual development, because they are actually out there, being enjoyed. I’ve never once shipped a game and thought ‘this is absolute perfection’, because that way lies madness.

Now don’t get me wrong, some games definitely ship too early. Some games are unplayable on release with game breaking bugs, and gameplay flaws, and other inexcusable crap. This isn’t what I advocate AT ALL. Your game should be finished, polished, balanced and tested before release, obviously. But that doesn’t mean it contains every feature imaginable. It doesn’t mean that you change engine three times during development because you absolutely *MUST* have that latest shader tech.

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I honestly believe that there is an optimum development length for games, which will vary based on the game genre and the team, but I’m guessing its 18 months or less. For eighteen months you can retain your excitement at the original idea. The same team can tolerate working together. Tech will not advance *too* much. Press who cover the game’s announcement will still be vaguely interested when it releases. Game tastes will not change *that* much, and the temptation to completely rewrite the design or art style is lessened because there simply isn’t time. If you are making an indie game full-time and you are beyond 18 months development, ask yourself if you are really doing this as a sensible, managed project with a ship date, or just indulging yourself and putting off opening up your creative heart to the world.

People of Botswana: I am here to help.

Wow…its been a busy week, what with the PC Gamer weekender, and much other stuff, but somehow in all this I found time to bring peace and prosperity (also environmental chaos and fiscal ruin) to Botswana. All hail me:

I’m having more and more fun doing these kind of ‘lets play’ style developer blog things, and as my internet access in this barren field gradually limps towards acceptable speeds, uploading them isn’t the soul destroying nightmare that it once was. I still think I have a voice worthy only of silent movies though. Hope you enjoy the video, and expect much more news on Democracy 3 Africa in the next few weeks. Oh yes…we are definitely getting closer.

Democracy 3:Africa. Can I fix Egypts problem?

Spoiler alert: No I can’t. But I gave it a good go. Enjoy this latest development vlog:


If you are interested in the game, the website can be found here, and we will have a steam ‘coming soon’ page going up once we have the trailer, although its a few weeks away from us being able to take your money for it :D.

Coding for fun (but not profit)

I’ve had problems for at least a few years when it comes to coding purely for fun. Thats not to say I do not enjoy coding, I LOVE coding, its my passion, but I made the mistake (in some ways) of turning my passion into my job, and then my career and my whole livelihood & retirement plan, and when you do that, suddenly when you are writing code you have a little voice at the back of your head saying “who is going to buy this”. And thats not a problem, in fact its a GOOD thing because it means you release commercial games and not arty self-indulgent bullshit about crying and existential angst among cartoon Bolivian hamster-weaving. Thats how I’ve stayed in business.

But the problem with working for yourself, at home, when you are the boss, is that you can work WHENEVER you like, and this means the line between working and having fun gets not some much blurred but obliterated.

beach

If I decide to take a day off work (madness!), I really can’t go near a PC, because the PC is where I work, and my office is for work, not for fun. Its hard enough to sit here at this desk and play games instead of work, but if visual studio is open then I am IN WORK MODE. My Brain goers all serious and strategic and long term.

So I’m trying to shake myself out of that and re-discover the joy of pure creation as a hobby, as fun, as something experimental and silly, and not something that I expect to ever charge money for. I will probably never get around to achieving anything, and certainly not making anything public (unless miraculously I make something I’m not ashamed of). The main goal is going to be to learn how to code some stuff without getting all world-domination and work-ethic about it.

I know a lot of people do one-game-a-month stuff and game-jams, but thats just not my scene. I prefer to code for fun, than design for fun. Design is too intense for me. I can practically code while I’m asleep. Ask anyone whose tried to use my code :D.

Requirements for Democracy 3 Achievements (And how many have done so)

I get asked about how to beat all of the Democracy 3 achievements quite a lot, so where better to give the definitive answer, along with a breakdown of just what percentage of Democracy 3 players have managed to get them done! Some of these achievements are pretty easy, some of them are extremely hard, even for veteran Democracy 3 players. How many have you managed?

Name Requirements % of Users
Agrarian Society Farmers membership > 65% for 6 turns. 4%
Apathetic Electorate Win more than 1 election with a voter turnout below 50%. 0.1%
Banana Republic Poverty > 45% Farmers Membership > 50% and International Trade > 50% all for 4 turns. 1.9%
Budget Balancer Have income higher than expenditure for 20 consecutive turns. 39.6%
Cabinet Government Last 24 turns or more without a single minister sacking or resignation. 31.9%
Crime Free Utopia Crime rate < 25% and Violent Crime < 25% both for 4 turns. 57%
Darwin’s Legacy Religious membership < 5% for 4 turns. 34.1%
Divided Society Equality < 10% for 6 turns. 2.2%
Divisive Ruler Win an election with a margin of 5% or less. 11.8%
Economic Miracle GDP > 80%. Unemployment < 25% both for 4 turns. 20.9%
Economic Stability Over the last 16 turns, GDP has not varied by more than 15% either way. 5.6%
Educational Failure Have Education drop 10% or more below the starting value for 6 turns. 1.1%
Egalitarian Miracle Equality > 75% for 4 turns 61.3%
Elder Statesman Win 4 or more elections 29.8%
Electoral Success Win an election. 55.1%
Fillibustering Play for more than 2 hours in one session. 32.8%
Flip Flops Changed your opinion on a policy within 24 turns 12 or more times. 19.9%
Freemarket Paradise Private Schools, Pensions and Housing all >75%. No Import tariffs. Private prisons > 0% No Agriculture or clean energy subsidies, all for 4 turns. 1.2%
Full Employment Unemployment < 12.5% for 8 turns. 25%
Gods Kingdom Religious membership > 75%, Ban Sunday Shopping implemented, Creationism < 25% and Abortion law < 25% all for 4 turns. 4.1%
Green Utopia Environment > 80%, CO2 < 25% and Energy Efficiency > 75% all for 4 turns. 39.2%
Inebriated Society Alcohol Consumption > 95% for 6 turns. 1.2%
Intelligentsia Education > 96% for 8 turns. 40%
Kyoto Award CO2 less than 020% for 8 turns. 37.1%
Landslide Win 90% or more of the vote in an election. 42.2%
Legitimate Ruler Win more than 50% of the total potential votes in an election. 50.4%
Lonely At The Top Fire 6 or more ministers in a single term. 1.6%
Military State Have 8 turns of Armed Police > 80% and Military spending is > 25% of your budget. 0.1%
Narcotic Economy More than 10% of government income is from a recreational drugs tax. 0.2%
Oil Dependency Oil Demand > 75% for 4 turns. 2.4%
One Party State Your party membership > four times the size of the opposition, and >= 50% of the population. 44.3%
Police State CCTV Cameras > 50% Armed Police > 50%, Curfews > 25% all for 4 turns. Detention without trial > 75% for 8 turns. 4.9%
Popular Leader Have a popularity of 70% or more over 80% of the voter groups. 1.1%
Poverty Eradicated Poverty < 20% for 8 turns. 39.1%
Socialist Paradise Equality > 80%, Working week < 40%, Poverty < 25% all for 4 turns. 9.3%
Sovereign Wealth Have government reserves higher than GDP. 42.9%
Surveillance CCTV Cameras, Intelligence Services, Internet Censorship, Phone Tapping, Prisoner Tagging, Speed Cameras & Police Drones all > 50% for 4 turns. 4.4%
Survivor  Survive 4 or more assassination attempts. 26.7%
Technological Superiority Education > 80%, Technology > 95%, Space program > 50% and Robotics Research > 50%, all for 4 turns. 18.8%
True Patriot Patriot membership > 75% for 8 turns. 2.8%
World Health Health > 80% for 4 turns. 41.9%
World Stage Beat every country. 1.3%