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

Thinking a year ahead.

I’ve been away for 2 days, on holiday. Yippee. First time I’ve been away this year, and indeed, since I moved house. It takes me about 24 hours to switch off from work, even once I’m 100% away from a  PC, so that gives me 24 hours of relaxation proper before I’m back in code mode. I still occasionally find myself thinking ahead though.

I actually started thinking post-GSB very briefly. I’m still a little way off from that, but I need to set a date for when I ‘move on’ and pack away the star wars and star trek DVDs and sound-tracks and dig out the <********* spoiler ***> which will get me in the mood for my top secret next game. With a new race expansion pack under way right now, and the campaign add-on in full development, it feels a bit weird to already be planning ahead.

However, I know that it takes me roughly a year to make a new game. That means having to start on the next one at the point where I think I can finish it before you I out of cash. If I plot a graph of Gratuitous Space Income, it tapers down pretty steadily to about now, and bumbles along at a livable rate. In a years time, that will (if it follows my other games) be just below that. Luckily I’m a bit paranoid and always stick some money aside when things go well. My plans stupidly assume that the next game is at least as good selling as Democracy 2 / GSB. If it sells like Rock Legend instead, I’m probably eating from Asda rather than Sainsburys. If it sells like Kudos 2, I’m eating from bins :D.

So my current business plan (not as exciting as my game design plan) is that the 3rd (likely final) race expansion pack comes out next month, and hopefully the Campaign turns up in June. Those should bump up sales of the main game a bit, and hopefully pay for themselves over the next year. I have a feeling the campaign may slip a bit due to feature creep, but I’ll assess the likely interest in that after the next expansion goes on sale.

The bar gets higher all the time

I recently bought a present for a relative, from a fairly obscure website. It was clear that the companies heart was not in the whole website thing, and I suspect it was designed a decade ago. Lets put it this way. It used frames…

It was pretty clear that the nature of what they sell made it a poor mix for modern internet geek. However, they realised they needed a website and this was it. There was an online catalog, of sorts, but many of the links were broken. Worst of all, they had no prices next to items, just price codes. You had to go to a seperate page to lookup the price of an item. Plus (and here it gets laughable) there was no shopping basket. If you wanted to buy stuff, you would have to write down the codes somewhere, and then manually enter them in a form on the order page. And there was no running total, or way to calculate the cost. You had to add up the cost yourself, and submit your credit card details in a (secure) form. Lucky dip as to whether the final cost was as you suspected. No mention of shipping costs or tax, thats a happy surprise on your bank statement too. Did I mention no confirmation email or notice of shipping?

The world has moved on. Websites like amazon exist. If you sell online, you are competing with amazon. I don’t care if you don’t have the budget, the customer likely doesn’t care either.

The same is true in games. I just added the campaign map ability to zoom in. I thought it was needed. But thats not enough. Obviously if you can zoom, you can scroll, but how? using the arrow keys? yup, what about WSAD? yup, how about moving the mouse to do edgescrolling? yup. how about click and drag panning? yup, how about varying  scroll-speed based on zoom level to maintain a smooth feel? Every new triple-A game will add new features and expectations, and they trickle down to everyone. I feel like my games look cheap without smooth multi-threaded animating loading screens. I wish my games showed up in the windows game explorer like the big ones do… there are extra things being added all the time that people expect. Look at the Civ IV map versus Civ I, or the new total wars versus the first one.

Ultimately, you have to keep up, even if that means scaling back your expectations. A small, contained, polished game is better than a big sprawling but amateurish mess. I make this mistake myself. GSB is likely too ambitious a game for positech and I know it. I can barely keep up. The level of polish and features for the initial release of the game was too low. It’s way better now (37 updates later), but there is still room for improvement.

Everyone knows the bar keeps getting higher. But the worse news is, it’s tough luck. You still need to at least be reaching for that bar.

Centurion Cruiser Model. REAL model.

I haven’t decided the nature of the competition or task required to win this yet… But it arrived today and I wanted to blog some pictures of it immediately.

Behold a proper 3D plastic model (made using l33t 3d printing tech) of The Imperial Centurion Cruiser from Gratuitous Space Battles



If I do give this one away, I’ll need another one for my desk :D

Zoomable map

I decided that a combination of wanting the option to expand and do big things, plus the fact that it’s about time the non-battle parts of GSB stopped being scared of resolution-independence, meant that the GSB campaign map should be zoomable and scrollable.

This also means I can add more icons and data around a planet that you can zoom into. It therefore makes it easier to represent fleets as icons next to a planet, and makes it theoretically not a big deal to let the player have multiple fleets, at different worlds. That allows you to build up ships steadily at a shipyard in a safe system and send off ships to join the main fleet later on.

It effectively makes the campaign map a proper big Total War style campaign game. Which is a big step from just chaining a few missions together. But hey, who doesn’t like big campaign maps connecting battles together?

I haven’t got anything to really show off today, and it will be a few days before there is anythign visual done. By then I might have more l33t stuff to show you.  To answer someone’s question, the campaign will not be a free patch, it will be some sort of DLC. It’s still better value than a single flipping horse mesh which blizzard want $25 for.

Campaign Encounters, Patch 1.37

GSB got patch 1.37 recently. It did some weapon-balancing, plus some bug fixes and new features, like that new post-battle stats stuff I talked about a lot on here. It also increased the variety of ship debris, a side effect of preparations for an eventual new race.

In addition to finally getting that sent out, I’ve been doing campaign stuff. The map now looks like this:

Which is very similar, but those tiny icons are my placeholders to show facilities at each ‘encounter’ (basically each planet). The current types of facility are as follows:

  • Repair yards
  • Factories
  • Shipyards

The factories and shipyards come in 3 flavours. My current thinking is that the factories generate cash each day (real world day) if they are under your control. The repair yards let you fix your ships (rather than letting you do it regardless of where you are) and the shipyards let you build new ships, of a class dependent on the shipyard (Only the best yards can construct new cruisers).

I have all the code done to place these things, and load and save their data. The actual facility code to generate cash and the code that restricts or enables shipbuilding and repairs isn’t done yet. The plan is to have a game thats more in-depth than GSB was in its vanilla form, but nowhere near as detailed as a normal 4X game. There are plenty of 4X games already, I’m trying to do something different, by making the battles the focus, rather than the resource-gathering.

And yes, this expansion has mushroomed into serious feature creep. Typical…

Now I need to go pour some wine so I can enjoy the first ever political leadership debate in UK history. In 30 minutes time…