Categories
Game Development General Marketing/Business Politics/Government

An Indie Guide to Copyright Law

I recently finished writing an article called What an Indie Needs to Know About Copyright.

I wrote it because it still amazes me how many independent game developers do not know about copyright. Either they overestimate what it is that copyright does for them, or they underestimate what it does for other people. The entire purpose of copyright is sometimes confused! What can you do with public domain works? What about fair use? What IS copyright actually protecting?

I don’t pretend that I know everything about copyright law, but I have done a fair amount of research, and I hope I have condensed that knowledge into something useful and easy to read for other indie developers. In the end, there are a few resources you could consult for more details, and of course you should consult a lawyer about anything you aren’t sure about. It’s your business to know, after all, and the expense may be worth it.

I want to thank Keith “Uhfgood” Weatherby II and Kelli Lydon for proof reading and providing some great feedback.

Categories
Game Design Games

Game Design: History of Video Games

GameCareerGuide.com recently posted an article called On Game Design: A History of Video Games.

While it doesn’t treat the subject of game design very much, it does show you how games have evolved from the games of the past. The article takes you from ancient Egyptian board games to table-top pen-and-paper strategy and role-playing games through to the various console generations, arcade and PC games. Along the way, there are interviews with Ralph Baer, Ian Livingstone, and Steve Jackson.

Now, who wants to play a game of Combat?

Categories
Game Development Geek / Technical Personal Development

POTM for February: Countdown Clock Extension for Firefox

The general idea of the Project of the Month is to donate some money to an open source project and write a blog post about it. Everyone knows about the major open source projects, such as the Linux kernel or Firefox, but there are plenty of examples of open source projects that impact you in some way that might not appear on most people’s radars.

For this month’s POTM entry, I decided to go with the Countdown Clock extension for Firefox.

Whenever I install Firefox on a new computer, I always make sure to install a few extensions, and Countdown Clock is one of them. Basically, you use it as a timer to countdown to some future time. You can countdown to a specific date and time, or you could set it to be relative to the current time. I don’t normally use it for long term countdowns, such as to my birthday or a hot date, but I do use it to timebox. Timeboxing is when you give yourself a set time, say 30 minutes, to do as much as you can at a specific task. For example, when I program, I sometimes have trouble getting motivated to do anything, and after three hours, I might have nothing accomplished. With Countdown Clock, I set it for 45 minutes, and it is almost like I am in college again, working on a paper at the last minute. All of a sudden, I’m focused, and sometimes I’m in The Zone. I can get a lot accomplished in that 45 minutes, knowing that I can take a small break once that time is up. I can also reset the timer again, getting two or more sessions of 45 minutes in an evening.

45 minutes also happens to correspond with how often I have to change a load of laundry, so I can work on game development and still know when to head to the laundry room. Timeboxing and clean clothes: a winning combination.

You can set Countdown Clock to popup an announcement, but I chose not to have the popup. The message still appears in the bottom corner of Firefox when the coutndown is finished, and I find that having a .wav file play is good enough for me. I chose to use a long screaming laugh from Gir of Invader Zim. You just can’t mistake it for some music or sound effect from an application I happen to be running at the time.

One of the side-effects of running Countdown Clock is that the bottom of the browser has the last message you asked it to say. It’s weird when it says something like “Get laundry!” or “Time to eat lunch!”, especially when the message makes no sense, but I like to set it to something inspirational. Currently I use “Don’t ruin your mind” to remind me not to idle away at pointless websites when I could be doing something on purpose.

Thanks go to the developer, Frederic Mercille, for making a wonderful extension.

Categories
Game Design Game Development Games Geek / Technical Linux Game Development

Open Source Game Development Discussion Podcast

Thanks to LinuxGames.com, I learned about the latest podcast of Open Source On The Air. This podcast focuses on open source game developers from the Thousand Parsec and Wesnoth projects as well as Kruel Studios.

I find it interesting that the developers pretty much agreed that quality artwork was their main concern. I suppose when you are all programmers, finding good code isn’t a problem.

Categories
Game Development Personal Development

Thousander Club Update: February 26th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 38.5 (current year) = 300.75 / 1000
Game Ideas: 616 (previous year) + 5 (current year) = 621 / 1000

30% of 1,000 hours!

I’ve spent more time finalizing what should go into v1.0 and what should wait for a later version. Still, I decided that I needed some tangible results, and I swapped out the plain green font with a more appropriate one.

New font in Space Invaders project

I found that working with fonts you find online can be tricky, especially when you find licenses that are vague. You can use the font in whatever way you want, including commercial purposes, but you can’t sell the font? Huh? I am sure that I can convert a font into SFont format and then use the Kyra encoder to convert it into a .dat file that Kyra can use, but I would still like clarification on the terms of use. I am waiting for a response to my email asking the author what I can and cannot do with a font. I am sure everything will be fine.

Categories
Games Geek / Technical Marketing/Business

How Sony Killed Its Brand

I found this video on YouTube called PS3 Song that puts a video together with the song “How to Kill a Brand” by Doc Adams. It is actually a good look at how Sony’s marketing hype machine (“4D Graphics”? WTF?) and uninteresting game lineup failed to dazzle gamers and prevent Microsoft and Nintendo from basically laughing all the way to the bank.

Even if you don’t think that there is anything wrong with Sony, the song is a good parody.

Categories
Game Development Games General

The First Carnival of Video Game Bloggers

There are quite a few carnivals popping up these days, and the latest one is the Carnival of Video Game Bloggers.

And for the first edition of any carnival, there are many good articles. They covered a variety of topics from the humorous, the rantish, and the serious. Posts railed against the Virtual Console on the Wii and Microsoft’s apparent hate of game players, compared game rental services, informed you how to put together your own arcade cabinet, and even educated you on the benefits of serious games for hyperactive children.

I counted 18 different posts covering those topics and more.

Categories
Game Development Personal Development

Thousander Club Update: February 19th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 30.75 (current year) = 293 / 1000
Game Ideas: 616 (previous year) + 0 (current year) = 616 / 1000

I have been spending part of the week figuring out what I should call v1.0 of my Space Invaders clone. I want to finish it as soon as possible so that I can release it and immediately start working upon new features and variations. While I could continue to work on it, I would rather be able to point to a finished game and claim it is mine, no matter how derivative, than to continue to explain that I have not finished a game yet.

I had a friend try the game out yesterday, and there were no complaints about speed or controls. When I had first started, it was apparent that the aliens moved too fast, especially for someone who hasn’t been developing the game for hours. At the very least, I now know that I have a playable demo that people seem to have no problem picking up and playing.

Categories
General Personal Development

Don’t Blog Angry

Don’t Publish Blog Entries When You Are Really Angry documents the frustration Juuso recently had with software. It’s never a good situation to be in when your computer shuts down suddenly only to tell you that it seems to have misplaced your email.

I don’t know if it’s Microsoft’s fault or Mozilla’s fault (or my fault), but that really doesn’t matter. What matters is how the heck I’m going to find those emails again. I have backups, but they are few days old.

Lessons are: backup your emails, and and don’t write your blog when you are angry. I think I managed the second part quite well, it’s the first part I need to practise more.

I picked up a different lesson from his post.

Recently I got upset about unanticipated obstacles to game development I recently experienced and wrote a blog post about it. I railed against inconsiderate SUV drivers and my problems with finding parking after a snow storm.

But did I write about any lessons I learned from the experience? Is it useful to anyone other than as a slightly amusing story about one man’s struggle against the elements and latte-drinking, cell phone-using, yuppie tank commanders?

No, I just wrote while I was angry. It wasn’t very fruitful at all. Calling them yuppie tank commanders wasn’t called for either. Maybe I felt better immediately after clicking the Publish button in WordPress, but how would it help anyone else reading it? How does it help me when I read through the archives?

Why have a blog if I’m just going to post knee-jerk reactions as if I was a newbie on a web forum? I can do better.

In the original post, what I should have been writing about was the futility of complaining about circumstances and situations outside of your control. I lost an extra 15 minutes of development time due to outside circumstances delaying my ability to get home sooner? So what? The really interesting questions: what was I going to do to gain it back? What will I need to do differently in the coming days to prevent a loss of what precious little productivity I have? Those lines of thought are what you should have read.

The real lesson is that things will happen that are outside of your control, but you, as a human being, have the ability to THINK before you act. You can also anticipate that things can and will go wrong, and you can take action to mitigate those problems. Create a backup system and use it. Create a policy of only publishing your blog posts the next day and follow it. Make your plans revolve around the FACT that it will take longer to get where you have to go due to the weather.

But no matter what, don’t blog angry. You’ll be more coherent, relevant, and useful if you write with a cool head.

Categories
Game Development Games General

The Carnival of Game Production Is Back!

Once again, Juuso has put together the Carnival of Game Production with a collection of quality articles.

Featured articles include:

  • Joonas Laakso’s Wannabe game producer’s confessions.
  • Jay Barnson’s Should I Become An Indie Game Developer?
  • Paul Eres’ Principles of Playtesting
  • Vedran Klanac’s How it was made? Fire Flower
  • Jochen De Schepper’s To Flash Or Not To Flash?
  • Nicholas Savery’s The Free MMO Business Model, an Alternative to Pay-to-Play
  • Joris Pyl’s Psychology in Games
  • My If Old Games Were Made Today…
  • And a special treat: Petri Purho’s The Truth About Game Development, a game about game production.