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

Blog failure turns to happiness, plus can you handle all this?

Thankyou Scott Fadick!, for alerting me to my blog giving some arcane error. I assume it was hacked, because I haven’t changed a thing, and wordpress was hugely out of date. Anyway, a simple one-click update to the latest version (things really have improved since I last went through wordpress upgrade hell), and it all seems fine again. Let me know if it isn’t.

That awful dread feeling I had when I’d finished a long (but very productive) days work, had a quick game of Battlefield:BC2, and thought it was time for a glass of wine and an episode of spooks…. and then to think the evening would be spent fiddling with databases and php….Bah. What a pleasant surprise to have it fixed so easily.

The trouble with being an indie is that such problems all become yours. If you are thinking of leaving a coding day job for indie software business, consider this:

  • Do you want to be in charge of the design, code and management of your company’s website?
  • Including the blog?
  • And the forums?
  • Do you want to be the one who talks to the accountant and works out stuff like VAT and corporation tax?
  • Do you want to be in charge of choosing which subcontractors to hire, and haggling over how much to pay them?
  • Are you confident your idea for a product is so good it can pay for your family for the next 2 years?
  • Are you confident enough of financial success that you can set aside money for a pension, and if you are in the US, for private health care?

For a lot of people, the answer to all of that is ‘yes!’, but they fall at this next fence:

  • Can you get out of bed promptly every morning, and go sit at a desk and do a full days work in your own home?

Most people can’t. It’s generally hard, although I have various tricks to make me do it. One day, I’ll give a talk at some games conference about it. or maybe a series of blog posts. Hmmmm.

 

Wolves, arrows and ads that work

First up, let me point you at this interview with Celso Riva from winter wolves games. He makes ‘visual novel/ RPG hybrid games that you will love or hate, and pretty much owns that as a niche, which is a cool position to be in. Some of the art in his games is great. Also, I humbly point out that ShowMeTheGames now has an RSS feed. I presume I coded it properly, but who really knows!

I shot some arrows yesterday, in my first archery bout of the year, although sadly it’s not so warm today. I did surprisngly well. Only 1 out of 20 missed the target, which after 6 months of no shooting ain’t so bad. Got 4 bullseyes too. It always amazes me how much archery makes you realise how stressed or distracted you are. It requires you to be attentive, focused and relaxed, and right now I’m none of those :D

Here is a lesson for those who think ads don’t work. I recently bought a car (haven’t physically got it yet, but I’ve ordered it). It’s my first new car since going full time indie, so it’s about bloody time. Anyway, I’m not really a ‘car’ person, and know very little about them. I have no idea why I need multiple valves or what torque is.

Anyway, I did a little bit of research, wanting a geeky car with awesome mileage that looked nice. I did 3 test drives, and bought the one I liked the most. So far, so meh.

THEN, I realised when watching TV, a few days later that an advert I *know* I’d seen before (because I commented on the way people hold drumsticks in it), but which I hadn’t even realised was for a car (I must have ignored the rest of the ad) was the car I chose. Not only that, I really *like* the ad. It appeals to me in the way 99% of car ads do not.

Now that could be a co-incidence, but there are not a ton of car ads on TV right now, probably due to the recession. There is a BIG variety of cars to choose from, and the one car I chose was the one car ad I like, from the limited pool of car ads currently running. That could be just luck, but to quote a wise man “In my experience, there is no such thing as luck“. It might seem like I could have bought any car, but it always looks like derren brown is offering you a choice of a pack of cards, but he isn’t really. We are all sooo soo easily led.

Food for thought, perhaps.

BUY MY GAMES!!!!! BUY MY GAMES!!!! BUY MY GAMES!!!!!

Gratuitous Modding Competition Winner

It’s actually nothing to do with me directly, but the enthusiastic modders who fiddle with Gratuitous Space Battles (and there are a LOT of them), have been running a competition on the GSB modding forum for the last few weeks. I blogged one of the designs a while ago, one I really liked. Anyway, there has been voting going on and a winner picked, and here is the ship with the most votes:

It’s extremely awesome to see people producing new ships for the game, and obviously what they are doing is cutting and pasting and tweaking and blending the original ship grpahics to make much bigger new ones. I also released some of the raw lightwave models, and did some re-renders, because I’m a big fan of decent modding, I see there is also a fan-made editor for the game which is probably better than my own internal tools (almost certainly so!). Some of the stuff that’s being modded into the game is really cool.

I’m well aware of the fact that GSB wouldn’t have any modding community at all if it was not for

1) leaving all the games art files in native, usable formats like jpg and DDS, so people could see them and change them, rather than hidden in some pak or zip file.

2) Having forums on my site for people to chat about the game and discuss it. Some indies see forums as more trouble than they are worth, but I strongly disagree :D

Thanks to everyone still playing the game and producing mods for keeping interest in the game alive. I look forward to seeing people mod the campaign game, now it has a proper directory structure that trivially supports extra maps. (It’s still not a modders paradise, but I hope my next game will nudge further that way). If you are a big fan of GSB and want more ships, or to change some settings, or fiddle around, have a look at the modding forums, there is a ton of stuff there.

Revisiting the tile based game

My next game has a tile-based system behind it. Gratuitous Space Battles didn’t have tiles because if it did, all of them would be “tile 1: space“, which is kinda dull.

Tile-based games are typically associated with very old school RPGs and with early top-down very basic RTS games. Generally, these games seemed to have a set number of tiles (a ’tileset’) and the tiles would be of  fixed size. The tile size was small, to enable sensible pathfinding, but this would make the terrain look very obviously gridlike, with tiles repeating and the largest terrain objects being tiny.

Tech has moved on, and we can afford to have big textures now, but the problem is that a system that uses the tiles for non-visual stuff (pathfinding, AI, terrain etc) still probably needs fairly small tiles. For a while, I was struggling with small tiles and coder art, but the first few bits of proper art have forced me to reassess how I was doing things.

It’s all coded now, and the solution was to basically have two overlapped tile systems. Effectively, the game grid works on smallish tiles, and the visual tiles that have textures applied to them are four times the size. This is completely transparent to the gamer, but it does make for a slightly strange ‘change edit mode’ button in the game editor, and some slightly messy code. Eventually, the system I plucked for just uses the smaller tiles, in the game engine and the editor cunningly lets you apply the larger ones, and transparently splits them into 4 and applies them to the smaller ones for you.

It was a bit of a pain to code, but worth doing. One day I’ll have screenshots to show!

The viability of small, short games on the PC

Increasingly, my thinking is that ‘knocking out’ a quick, easier to make, low budget indie game does not make economic sense. That has never been my plan, but I’m getting even more convinced that to do so will not work.

Obviously there are arguments in favour of a low budget quick, small project (I’m defining that as under 6 months development time for 1 person). I’d guess they are as follows:

  1. Spreading the risk. Multiple games per year, so chances of having a zero-profit year are lower
  2. Multiple rolls of the dice. You have more chances to hit on a perfect design and implementation
  3. Lack of burn-out. You finish a game before you get bored with it, everything always feels fresh
  4. Keeps you in the public eye. Your hardcore fans can buy a game from you every 6 or even 3 months.

I think this is outweighed by the downsides:

  1. Lack of polish. It can take 50 people 6 months to polish a AAA game. If your game is all done in 3 -6 months, there is likely no polish, no testing. You are selling a half-completed game
  2. Lack of wow-factor. Like it or not, many people ignore a game that isn’t awesome in screenshots and videos, and which doesnt have a huge feature list. You won’t get *less* press coverage, you will likely get *none*.
  3. Lower price point. If your game looks like it took 3-6 months, good luck charging $20. It *might* work, but you will likely charge less. Lower prices mean many marketing possibilities, like advertising are no longer cost effective.
  4. Lower mindshare, market-share and virality. If your game is played by 500-1,000 people, it is unlikely to build up momentum in gaming communities. A bigegr game selling 10,000 copies starts to get multiple mentions on forums, people hearing about it from multiple sources. 100,000+ and the effect is much much stronger.

I know some devs making a living from small, quick-development games. Personally, I think that they would make a better income from bigger, higher budget titles that they spent longer on. Obviously YMMV, and your aims may differ. I know many devs suffer from critical burnout, and love short dev cycles. I think my limit is 2 years, I’m not massively keen to continue tweaking and adding to the GSB code base now. However, I am assuming that the new game (sort of code worded LB) will be of a similar development scale and polish. Hopefully much more :D