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

Independence & control Vs productivity

There is a tension as an indie dev between these forces.

if I rely entirely on middleware and someone else’s engine (Unity + EZ-GUI + some sound stuff + whatever) I can be extremely productive. I don’t waste any time wondering about correct vertex buffer creation flags or optimising sprite rendering, i can just work on the game.

But then when there is a bug in EZ-GUI or a feature missing from Unity, I am totally screwed. Suddenly I’m coding what they support, not what I want to create.

Similarly in business, if I rely entirely on steam for my sales, I don’t waste any time worrying about website design, visitor numbers, bounce-rates, chargebacks or coupon/discount processing, no worries about web server stability, demo download speeds, CDNs and other fluff. I can just work on the game.

But then when steam turn down a game, say they don’t have a slot for a promotion, or change a royalty rate, or screw up a payment (this has NEVER happened to me with steam), then suddenly I am screwed. I become entirely financially dependent on another company, and in that case the term ‘indie’ becomes somewhat shaky.

It’s a constant war between which is more important, and the answer depends on your circumstances, your skills and your attitude, not to mention your free time and team size.

As a lone indie, obviously I have pursued the totally insane route of complete independence in all areas. Even energy independence. Ahahahaha!!! I code my own engine for GSB and GTB, and all my games. I use 3rd party sound libraries just because I frankly find sound coding dull, but everything else is pure me. It’s a big concession to even resort to using phpbb and wordpress, I can tell you…

But something has to give. I am possibly taking on too much and maybe not doing the best job of everything. I need to give way in some direction. Shockingly, and maybe surprisingly, I find myself thinking of giving way more on the business side than the technical side. The thought of abandoning direct sales is madness, but the thought of obsessing less about them, and spending less time on trying to eek out every last bit of direct sales profitability certainly appeals. It also appeals regarding PR. GTB *may* be the last game I handle my own PR for exclusively. (pls don’t email me offering to be my PR guy. The best PR people are already known to me, and frankly if you’re not, then you possibly aren’t that good… :D)

I think I need to spend more time on design, and less on code and less on business. The code side is slimmed back easily by just picking less insanely complex projects for a bit. I also need to spend more time actually relaxing and maybe even enjoying life. A close relative of mine is unwell, and it makes me realise how important it is to enjoy life while you can. I may even manage to sneak in a trip to a nice sunny beach soon.

The only *wrong* decision for me at this point would be to bumble along as I am. I think cracks are starting to show.

The carbon friendly indie :D

So it’s a year to the day since solar power got installed at positech towers. how much power has been generated?

1,331 kwh.

The panels are installed, not on the roof, but in the drive opposite my office, which is cool because I can just about see them from my desk, over the monitors. There has been a lot of talk about feed in tariffs etc, so I might as well do the math myself.

The install cost was £10,608 according to my old blog post

1,331 units at 43p/unit FIT is £572.33. assume 50% export at 3p/unit gives another £20. Also, I saved buying 1,331 units at 12.5p/unit from the power company, saving another £166. This gives total income of about £758

However, the FIT rose to 45p at some point along that, and the 3p/unit is rising too, so it’s a bit more than that. The FIT is locked for 25 years (index-linked) so the rate cuts don’t affect early adoptors.

At installation, the projected income was £1,029 for output of 1,845, so basically it didn’t generate the estimated power. why? Pretty simply, it’s a combination of shading in early mornings and early evenings through most of the off-peak, combined with amazingly poor sun in the last few weeks. June/July should be bumper months for solar, but the cloudy rainy days have been incredibly bad lately.

A combination of some tree pruning which has reduced (fairly recently) the shading, and presumably a more usual summer next year should mean for a much better return. I didn’t really do it for the money, I am a green-energy geek, but it’s good to know it makes some sort of economic sense. Energy prices are likely to recover their stratospheric climb after the current recession, which will also boost the economic case. Output would be much higher if the panels were roof mounted (and the installation cost would have been much lower).

Anyway, given that the energy my office consumes is certainly not 1,331 units a year, I’m pretty sure I could make a grand claim that positech is carbon-neutral, and do so with a straight face. Pity about the way everything else in modern life, travel especially, consumes so much energy. I gave up eating beef 3 years ago partly because of its appalling environmental footprint, so I’m claiming some extra points there too. (I don’t miss it at all, lamb rocks!).

Anyway, that’s enough tree hugging for one blog post. I intend to have a sudden outpouring of GSB related bloggage soon.

My experience with code signing certificates for games…

Hands up everyone who knows about code-signing certificates!!!! anyone?

Well they are quite dull, but you have all seen evidence of them, or their non-existence. Code-signing has been around a long time, but for most of the time it’s been a topic that indie game devs could ignore. Essentially, as I understand it, code signing is a way for people to know that the exe file they are downloading is the same exe file it claims to be, and that it doesn’t have any malware in it (not really…but…read on).

If you download an .exe file from the internet using internet explorer, you get scary message windows popup and warn you that your house is about to explode and that swarms of locusts will descend and kill you. However, if that exe file is code-signed, the message is marginally less scary, and you are told the locusts are probably not deadly, and that the explosion will only cause collateral damage.

Some poor sods who have the misfortune to have malware called ‘norton internet security’ probably don’t even get that far. This malware just deletes any exes it doesn’t personally like the look of, regardless of content or publisher… sigh.

Anyway, the get your code signed (and thus scare your potential customers/demo downloaders) a *bit* less, you need to pay an exorbitant sum of money to some supposedly trustworthy company that will verify who you are. I paid $99 and got a few emails asking to see bill or bank statement scans (like they can’t be forged in 10 minutes in photoshop), hand-wavey claims that my identity will be verified in ways unmentioned, and a 1 minute phonecall from a very bored guy in an indian call center checking that I knew all about my submission.

In other words, rigorous FBI-level security clearing stuff that mafia-funded russian hackers could not even begin to circumvent. Oh no…

And then you get a special URL that plonks something somewhere in your copy of internet explorer (it HAS to be IE, what irony!) and are left to fend for yourself.

A bit of experimenting showed that you can ‘export’ the certificate from IE onto your hard drive, at which point you pick a password for it. The next bit it easier, because if you use inno setup, there are simple instructions of enabling it to auto-sign your installers, once you’ve downloaded a ‘signing tool’ from some third party.

And then lo! You have code-signed installers. This means Internet Explorer and Norton Internet Stupidity are very very very slightly less suspicious of my games and demos. Hurrah! Thanks to crass stupidity at the highest levels, they still spout warnings like ‘This file is not commonly downloaded, and therefore must be a virus’ (which are never ever downloaded, clearly). But, it’s a slight step in the right direction.

People are getting more and more used to using clients like steam to get games, and more and more wary of random internet exes. I thought I should at least do my tiny bit to stem the tide of the total extinction of a free, open internet where people can sell games direct, by actually signing my exes and making them seem safer to the wary. Pity that the entire code-signing system was exposed as totally insecure, but I don’t make the rules…

Gratuitous Tank Battles updated to 1.013

Here are the patch highlights:

  1. Lots more explanation and detail in the various tooltips
  2. Minimap now has a popup explanatory key
  3. mini-design icons now displayed on the design screens loading dialog
  4. Unlock system now ensures important unlocks come first
  5. Changes to armor color so it doesn’t confuse people with damage.
  6. Fixed various bugs
  7. You can now reinforce infantry by dropping new troops onto the top of existing ones where there are gaps.
  8. You can turn off the supplies siren now

Hope that meets with everyone’s approval :D

 

The Space Pirates and Gratuitous Zombie Battles Bundle (SPGZBB)

I love working with other indie game devs. We never need to talk to lawyers or draw up ten page (or 40 page!) contracts. We just come up with ideas on how to work together and then just do it. It’s how I’d love all business to be…

So Positech games (me!) and the guys at MinMaxGames (makers of SPAZ) got together and agreed a deal for the next seven days. That deal is very simple. You buy Gratuitous Space Battles, and you get Space Pirates and Zombies for free. If you prefer to think of it as buying SPAZ and getting GSB free, go ahead, it’s a free galaxy.

So what are these games?

At its core, Space Pirates and Zombies is an action based, skill oriented, top down space combat game. Check out the site:

http://spacepiratesandzombies.com/

and the video:

Gratuitous Space Battles is an unusual hybrid of RTS and management games, set in space. The big twist is that the battles are hands-off, the game is about starship and fleet design and positioning.

Check out the site:

http://www.gratuitousspacebattles.com

and the video:

Interested? You can grab both games for the price of one here at the showmethegames site:

http://www.showmethegames.com/spaz_gsb_bundle.php