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

Advertising (and a bad back)

I hurt my back chopping wood, how tragic. This means I am a) in agony and b) not able to talk about gamecamp in London, because I couldn’t go :(

Instead, I shall waffle on about advertising!

I’m one of the few indie devs that actually believes in advertising. Everyone else seems to think it does not work on a small scale, as in <$500,000. It does. Even spending $1 on ads will make a difference, the problem is, that it’s a difference too tiny to measure. Measuring ad results is a minefield I’ve blogged about a lot in the past.

One thing I like about ads is that it’s truly remote and spontaneous spreading of news about your game. Most indies don’t get spontaneous website coverage unless they actively find a reviewer, send him a copy and pester him/her for a review. By definition, that narrows the circle of publicity about your game. Who knows how many Ukrainian gaming blogs have readers who are oblivious to Gratuitous Tank Battles, because I don’t know those blogs exist?

I rely heavily on hard evidence and stats to pick the best advert designs, but here are some GTB ads. Let me know what is good / bad about them, or if you have any cool ideas for them. I tend to use static, not animated ads, as I find animated ones have little real difference to CTR, and frankly, I don’t like being associated with cheesy flashing things.









I’m planning on using these on google adwords, but maybe project wonderful and game-advertising online. I like the way google lets me target certain countries and restrict it to PC’s rather than macs/phones, but I hate the complexity and approval delays for their campaigns. I wish many more gaming sites would investigate using project wonderful instead. They are really good.

Back on the IPAD -> Gratuitous Pad Battles!

Ok, so after hurriedly yanking a slightly buggy version of GSB from the apple app-store, the IPAD version of GSB is back on sale and you can all go rush out and throw money at it right now. Hurrah! Here it is:

http://itunes.apple.com/gb/app/gratuitous-space-battles/id517457294?mt=8

(The expansion packs in the PC version will end up being added at some stage. The campaign add-on won’t make it to ipad, it’s just insanely big and complex and involved and not pad-friendly)


Here are a few lessons learned from the ipad experience thus far:

1) The ipad has hardly any memory. Developing on PC, then squeezing it onto ipad is seriously hard!

2) A game where you zoom in and out and drag stuff around is really cool to play on the ipad. It feels very l33t.

3) There seems to be basically no way to get any attention on the app store unless apple chooses you. Admit it, you all only found GSB by searching.  Even the category search function seems broken on my ipad 2. It’s a trainwreck, compared to other portals.

4) Everyone who insists that nobody buys ipad games > $0.99 is just wrong. They do.

If you are a high-powered famous and influential mac-blog-owner or reviewer with a bazillion readers, and you have NOT got a press-review copy of GSB on ipad, just email me, and I will see what I can do.

In other news…. very close to setting the GTB release date now. It will also be on GamersGate, Impulse and Steam. Yay!

Update on the situation with Gratuitous Tank Battles

So why haven’t I patched the game lately? when is the release date? Here goes…

The release date is basically any day now. The final build of the game is done, tested, built and ready for distribution. That doesn’t mean it’s the ‘lat’ build. I intend to update the game later with a number of improvements, not least to enable easy mod-support for the game, and a bunch of graphical improvements, speedups and GUI tweaks etc…

But at some point you declare the game officially launched so people who would not preview it, get to review it.

Also, that’s the point at which third parties like steam etc get to sell the game…

And that’s currently the slight delay. Setting things up with third party portals is taking a little while. I have some minor tech issues with setting it up for one portal, another is frankly not getting the final build until I see last months royalties actually arrive in my bank account (god I hate this hassle…), and a few more I shall contact today and see if they want to stock the game.

while we wait..here is a tank made from balloons…

Previously I’ve launched on my site first, and the portals later, but I was hoping for a simultaneous release this time.

The good news is that I’ve written a web-based front-end for people who have bought the game direct, which tells them what their steam-key is, for when the game launches on steam. They will get an email from me on launch day.

So don’t think I’ve stopped working on GTB, far from it, it would just complicate stuff a LOT if I released a new patch now, and then portals started selling a version slightly older. Hopefully the first post-release patch will be bigger than normal and have more fixes as a result (or more important ones).

Frictionless Feedback

One thing that a lot of companies don’t get is the importance of frictionless feedback.
All companies perpetuate the myth that they want to hear from customers. They pretend to value their feedback, and want to hear from them, regardless whether or not the feedback is good or bad. In very few cases is this really true. I’m not referring to actually abusive or threatening feedback, which obviously just gets binned.

Negative, but non-abusive feedback is good stuff to have, and so is positive feedback obviously. Any developer who has sat down and watched a ‘lets-play’ video of their game, or better still, observed strangers playing their game for the first time in real-life, can tell you that NO amount of brainstorming, agonizing or debating over design features is as good as watching people play…

Sometimes, people think that the only feedback worth having is the long and analytical email or forum post dissecting the games design and deliberating it’s strengths and weakeness, alongside constructuive suggestions as to how to improve things. Obviously this feedback is awesome, and much appreciated but it is not the only form worth having, because it’s delivery method implies some self-selection on the part of the player.

In other words, only a certain subset of hardcore, analytical thoughtful and time-rich gamers will ever commit their thoughts to keyboard in such an effective and clear manner.
What you really need to capture is the gamers who can’t be bothered to spend more than 10 seconds giving you feedback on your game, but nevertheless are buyers/potential buyers and have a viewpoint. they are gamings 99% :D
To do this, you need to reduce any ‘friction’ involved in that process. Is it easy to get feedback from your customers. Here is how I try to make it easy.

1) you can email me at cliff@positech.co.uk, and I will read it. I acknowledge almost all feedback, and I read all of it. Even if it’s a one-line email “The mechs are overpowered”, it still gets filed away and noted.
2) You can post on my forums at www.positech.co.uk. This is probably my best source of feedback.
3) You can comment on blog posts here
4) You can direct-message or just quote @cliffski on twitter. I read all that too.
5) You can comment on the facebook page for the game.

Ideally, I’d make it even easier, but true anonymous frictionless feedback is just open to spam. I experimented with anonymous guest posting on forums, but it’s a spam headache unfortunately. I guess the best thing to do is just make it really clear that feedback is welcome, good or bad and you can email me your thoughts on the game, and they will get read. Indies are lucky because people actually believe us when we say you can email the lead designer, rather than a customer service person.

I always wish when I read a comment on my games on some foum, that the person typing it knew that they could just copy and paste that opinion and throw it at me by email, and it would have 100x the effect on getting the game changed and refined than a post on a foumr (although such posts are to be encouraged too, anything that gets people discussing your game is clearly a good thing)
Any game developer hiding their email address behind a captcha or sign-up account is just throwing away a free source of honest feedback. Don’t do it. get better spam filters. It can be done, how else can I constantly type cliff@positech.co.uk on my blog and get away with it? :D

Gratuitous Tank Patching

Another, and possibly the final pre-release patch has been released for Gratuitous Tank Battles. I put more emphasis this time on the whole topic of stability and performance, rather than squeezing in new features. The full list of changes in 1.007 are as follows:

version 1.007
=============
1) Fixed bug where the deployment icons on the battle screen were no longer showing their popup windows.
2) Fixed crash bug when using very high amounts of muzzle smoke.
3) Increased minimum range of missile modules.
4) Fixed bug in displaying certain bonus effects on the design screen, notably for missile launchers.
5) Replaced 'gratuitous shaders' option with a toggle for the distortion effect.
6) Sped up the drawing of unit shadows.
7) Fixed yellow-screen corruption bug
8) Fixed bug where the progress bar for the score would not always draw correctly.
9) Performance improvements allow for higher quality visuals when zoomed out on higher spec PCs.
10) Infantry do not now talk as frequently when onscreen in large numbers.
11) Some variety introduced in the placement of tiny props next to certain turrets
12) All turrets now have surrounding 'splats' to merge slightly with the terrain.
13) Special props can now be hidden from the editor.
14) Fixed bug which displayed an empty unlock dialog on certain occasions.
15) Some optimisations to speed up drawing of drifting smoke, and reduce particle effects when framerate drops.
16) Fixed unit design bug preventing ammo loaders being selected if a rate of fire aug was already fitted.
17) Fixed bug where a map would not tolerate starting supplies being higher than the mid-game supply cap.

The ones that really matter are 5,7,17 and 17 which were pretty critical functionality related things. I still have a bunch of purely aesthetic improvements I’d theoretically like to make, but they can wait. I am hooping that what is currently in the game represents a big list of features to attract buyers, and at the same time is also pretty fast and stable. Modding support is the next big thing to get my teeth into, but that is all under-the-hood stuff which won’t really affect 90% of the players.

The only thing (barring reported major bugs) between now and release is going to be making a new launch trailer that shows stuff like the extra maps and the airstrikes etc. Making trailers always takes an absolute age, and I’m never happy with them, but I should put some time into it because GTB looks so much better moving than as still images. I plan to capture and record a fairly high res trailer this time so it looks as good as possible. the trouble is Fraps can only record so big before it slows down the actual game and makes performance look bad when it really isn’t. That, plus the nightmare of uploading and rendering out massive video files.

I might try and take half a day off tomorrow. Yay!