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

Look! Naked Booth Babes!!!!!!

It’s sad isn’t it, that this is probably one of the most cost-effective ways to get attention to your game. In my dreams, I’d love to  exist in a world where the only PR that was necessary was to send videos, screenshots (real ones, not ‘target renders’) and playable demo copies to journalists, and then let the public and the critics pick the best games on their merits.

But it is not.

I could get 100,000 people to come to my site tomorrow. It’s easy. You just take out your checkbook and pay the money to google adwords, or yahoo search marketing etc. It’s a done deal, it’s easy. Of course, it may not be cost effective. And this is where it gets murky.

I am currently investigating the pros and cons of flash game sponsorship as an alternative to traditional banner-ad promotion, which I have toned down a lot for the last 2 months. So far, I think I like it, even though I had one profitable sponsorship, and one relatively disastrous one.  What I’m thinking about now, is actual physical promotion at events such as trade shows. They vary widely. I’ve been looking at how many people come to these shows, the cost of hiring a booth, and a monitor and PC, the travel costs to and from for me and probably at least one other person. Overnight accommodation etc…

And rapidly it becomes very very expensive. I’ve heard quotes of $200 to ‘hire’ power cables at your booth for 2 days. Are you fucking kidding me? Yes…it costs money to rent a big hall and promote a show, but lets live in the real world for a moment. Do we really want an industry where the only games that get press attention are the ones that set aside $30,000 for trade show expenses? This is insane. That $30k doesn’t make the games any better.

I’m pretty sure a business case could be made for me going to some agency, hiring a few bikini-models with huge chests and long blonde hair, giving them ‘Gratuitous Tank Battles’ T shirts, and sticking them on a booth for 2 days to pout at journalists. The thing is, I’d feel like I was just cheapening the industry I like, and wasting money that could have gone on music, sound effects or art. Can you imagine ‘booth babes’ at a literary festival? Do they have them at Cannes? (I really have no idea).

I don’t think I’ll be hiring booth babes any time soon. I’m sure eventually there will be some cheaper, less tacky indie-focused events for me to promote my games at.

Latest GTB video, very close to beta now.

Here is the latest video showing a few battle clips. I think I am almost at the finish line regarding beta + pre orders now. Just a lot of housekeeping to do in the next few weeks, for stuff like crash testing, multi resolution support, and finalising the installer. I intend a slightly better installer this time, so people can’t get into a muddle with where the game is installed any more.

Anyway… here it is:

Gratuitous Shield Effect

I sneakily stuck in a new effect today as I was play testing. I used some cunning distortion shader cleverness to give a ripple effect to shield bubbles when they take incoming fire. You can see it happen here on a medium mech:

Looks really good in-motion, with everything else going on. It’s also effectively free, in performance terms due to the overhead of the shader pass happening anyway.

I’m currently tweaking a few variables, and improving a few minor things like this. Then I have the final manual, final performance optimisations etc, and then it’s pre-orders + beta. I’m looking forward to doing a few final trailer videos showing off the game in all it’s gratuitous explodey glory.

The kickstarter reality

It’s great to see a game get made that could not be made because a publisher would not fund it, made real because actual real gamers, who are the whole reason for everything, stepped up and pledged the money. It’s great news.

http://www.rockpapershotgun.com/2012/02/09/double-fine-kickstarter/

But this is not *the* new publishing model, far from it. RPS noted that the developers ‘don’t have a publisher breathing down their necks’. Really? Maybe they have 10,000 publishers now, impatient, possibly wanting contradictory stuff (almost definitely…in fact), and not restrained by the politeness of scheduled milestone meetings behind closed doors. I hope it goes well, but it could get messy.

Plus the developer is boxed into a corner, they know exactly what they have to do with that money. This is not always a good thing. I ship maybe half the games I start. Gratuitous Tank Battles was not the game I intended to make. I intended to make a life-sim game, then abandoned it to make an RTS, then it morphed into GTB.

What if kickstarter had funded subversion? the game that introversion admit ‘didn’t work’ when they actually got half way through development. Would they have had to plough ahead, and ship a game they fundamentally knew was broken? Not a good position to be in.

Yeah I know… I’m mr doom and gloom.

Gratuitous Manual Battles

A lot of people really liked the manual for Gratuitous Space Battles, and I’m conscious of this fact when working on the one for GTB. As with all complex strategy games, there is a ton of stuff to tell the player, and they will likely want to reference it after playing for an hour or two, in order to look-up or clarify stuff. It’s also a good place to put stuff like lists of hotkeys, or unit stat comparisons, although I probably won’t be doing the latter.

Some trendy designers would suggest that ‘a game that needs a manual is badly designed’. This is just silly. We don’t all want to play games as simple as Bejeweled, and sometimes, a separate reference manual is a good idea for a game that has real depth and a ton of features. I also like doing a manual because it means people can read how to play the game on their laptop, or a work PC, where maybe actually playing through a tutorial isn’t an option. Plus it means people who are really on the fence can read the manual before deciding to buy the game.

The manual is maybe half done. It’s mostly all there, but it will need some more images, some proof-reading, spell checking, and a second pass for actual humour and flavour text to make it more in-keeping with the blackadderish spirit of the game design. I might change my typewriter font to make it more typerwriterish, a tradeoff between authenticity and legibility. I like the idea of a 1914 army document that never got updated during 200 years of war. maybe the army spent all it’s effort on making more deadly lasers and none on word processors?

On the technical side, it looks like the server move went ok. Just quadruple checking it all before I turn off the old one. That still scares me…