Categories
Game Development Personal Development

Thousander Club Update: April 30th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 86 (current year) = 348.25 / 1000
Game Ideas: 616 (previous year) + 32 (current year) = 648 / 1000

Monday: Increased challenge gradually by adding an extra bomb for the aliens to drop each level. Now level 11 doesn’t look and feel like level 1. I still have to tweak some settings, though. It seems that after a certain level, you can’t really tell that there are extra bombs. I will probably need to increase the rate of fire as well as increasing the maximum number of bombs.

Tuesday: Fixed the game over menu. It now restarts the game if you pick the appropriate selection.

Wednesday: Increased challenge again by increasing the rate of enemy fire. Now when you get to a later level, it doesn’t have nearly as much resemblance to older levels. In a way, it now kind of resembles those shooters in which there is nothing but a shower of bullets to navigate through. I also thought of a few more ideas that might make the game more fun and fair in light of the challenge increase. Adding features this late in the schedule probably isn’t the best thing to do, but as I didn’t have much of a schedule, I suppose I can’t be “off track”.

Thursday: Made some minor changes. For instance, the player’s bullet appeared too far above the actual ship, which wasn’t too noticeable before, but now that you can shoot the bombs, it was frustrating when you miss one that you shouldn’t have.

I spent the past few days watching people play the game.

While I didn’t spend more than a few hours on game development this past week, those hours really made a difference.

Categories
Game Design Game Development

Do You Listen to Feature Requests?

Last night, I loaded up Killer Kittens from Katis Minor on my laptop and brought it to my local LUG meeting. I had almost everyone at the meeting try out the game, and I watched them as they played. I already knew that I should just watch. If they get stuck due to an interface issue, I should make a note of it, but I shouldn’t interfere. Most players won’t have me standing there to guide them, so I should learn what they might encounter as obstacles.

Well, I definitely need to add a screen to the game that explains the controls. B-)

As for the game itself, a number of people actually enjoyed it! It was exhilarating to watch as people hit the “Restart game” menu option after losing all of their reserve ships! People would actually come back for multiple turns at the game, sneaking into the chair after someone got up. Up until this past week, the game was a poor Space Invaders clone. Now it was actually fun!

And then there were the people who obviously didn’t enjoy it. Watching someone get a game over without advancing past the first level, then getting up and politely saying, “That was fun” wasn’t fun. Granted, some of these people don’t play video games in general, but some of them did. Maybe the game is too hard? Maybe the game just doesn’t feel right? Is it too difficult to tell where the bombs are? Does the fire rate of your own bullets need to be increased?

While I did ask people for their opinions after they were finished playing, some of them started asking questions about the game during the play session. One question I received a lot of: “How do you get an extra life?” It’s a missing feature, and while I have always intended to provide it, I did not write it down until now. Another feature request was shielding. I currently do not offer shields or walls as the original Space Invaders did. Some people wanted a way to shoot multiple times. Quite a few wanted power-ups, while others thought the fire rate and speed of the bullet needed to be increased.

Some feature requests are no-brainers. A way to get an extra life? No problem! Temporary invulnerability when a reserve ship is activated? Yeah, absolutely! Changing the number of bullets you can have in the air at one time? Um…Now I’m not so sure.

Not listening to customers is bad. Completely listening to your customers is also bad. Well, it isn’t bad to listen to your customers, but I don’t want to implement something just because my girlfriend and a couple of other people requested it. Yes, they are playing the game and identified what they would like to see, but just because they want it, it doesn’t mean it would be good to put in the game.

I had a few people request power-ups. Some people requested multi-shot, rapid-fire, area-effect explosions, and a bonus ship to shoot down. Watching the people play, I realized that I needed to provide multiple difficulty levels. I also found a bug involving the pause menu coming up during the game over menu. Some of these things I plan to add or change. Some of them I plan to ignore, partly because they would require major overhauls of code and partly because I am not sure that it wouldn’t hurt the game.

Even though I am not sure about some of these feature requests, I think I can only help this game get better by trying those features out. If the game becomes more fun because you can shoot more than one bullet, then I can keep it. If not, I’ll throw it away.

The best part is that I have something that is considered fun right now. People played my game and actually liked it! I can use the current game as a control as I experiment with different features. I can always release the game with its current feature set, get even more feedback from the world, and use that feedback when making a potential sequel or upgrade.

In any case, I’m still pretty happy that people enjoyed the game, even with its poor graphics and audio work. B-)

Categories
Game Development Personal Development

Programming Yourself

Steve Healy wrote Programming Your Mind to Think About Programming, which gave me a few more ideas on how to convince myself to work even when I don’t feel like working.

He mentions feeling motivated while listening to certain songs, reading select articles, or watching a certain television show. I know that whenever I hear certain video game remixes (especially Contra and Mega Man 2) or techno, I can’t help but want to type semicolons.

I would like to develop rituals to get me in the mood to think creatively. For instance, I want to immediately pull out a pen and notebook whenever I am waiting for something. In line at the grocery store? Take some notes on my next game project. Waiting for something major to compile? Write down a few game ideas.

It is sometimes too easy to just let time go by without any results. If you can program yourself to do things automatically, things will get done as time passes.

Categories
General Personal Development

Nastiness on the Net

I haven’t been keeping up with the blogs I normally read, so when I read the first line of Martin Fowler’s blog entry NetNastiness, I had to look into it.

Somehow I hadn’t heard that Kathy Sierra, of the Head First books series and Creating Passionate Users blog, has had death threats made against her. She canceled a presentation and talked about discontinuing the blog due to these misogynistic threats.

I do not want to be part of a culture–the Blogosphere–where this is considered acceptable. Where the price for being a blogger is kevlar-coated skin and daughters who are tough enough to not have their “widdy biddy sensibilities offended” when they see their own mother Photoshopped into nothing more than an objectified sexual orifice, possibly suffocated as part of some sexual fetish. (And of course all coming on the heels of more explicit threats)

I knew about Tim O’Reily’s bloggers code of conduct, but I didn’t know it was proposed in light of these death threats. I still don’t quite understand what the situation was, but apparently some well known, otherwise respected people were involved with the websites that hosted the comments.

Fowler wrote about the subject of nastiness on the Net in relation to these threats.

I worry that people who have interesting things to say and questions to ask are put off by the cut and thrust. They don’t feel free to speak. The freedom enjoyed by people who are nasty does deny freedom to others – and the nasty people belittle the fears of those they have silenced.

We can’t just sit back and say, “Well, that’s the Web!” It isn’t how I want my Web to be.

You may be thinking that this is taking it too far, some people will take offense at anything; following this logic leads to people who either say nothing, or speak in the bland platitudes favored by PR companies.

There is no need to go to the extreme of not saying anything for fear of offending someone. Fowler is right, however, in that we need to be aware that what we say may mean something a bit more than we intended. If you think that the nastiness is no big deal, you may want to ask yourself what effect it is having. Fowler’s entry touched on research that claims only 1.5% of women are involved in open source, even though 25% of women are involved in proprietary software development. His numbers are actually a bit different, as I got mine from a slideshow my friend sent me from the Flourish conference hosted in Chicago recently. One of the more interesting slides asked the question “Have you ever observed discriminatory behavior against women in FLOSS?” Just a little over 20% of men said yes, while almost 80% said no. Women, however, answered in the reverse.

And this is a study focusing on women in open source. What about foreigners? What about homosexuals? What about parents? What about students? What about race, or handicaps, or religious beliefs? How many people don’t feel welcome on the world wide web due to some level of nastiness that is tolerated in communities such as IRC channels, mailing lists, and blogs? It doesn’t need to be a misogynistic death threat to cross the line.

I want my Web to to better.

Categories
Games Politics/Government

Research into Why We Play

Thanks to GameDaily, I learned about a British Board of Film Classification report about the reasons people play video games.

There were a number of findings that surprised me:

  • There is a sharp divide between male and female games players in their taste in games and how long they spend playing. Some of you might be saying “Duh!”, but I was sure that women played the same games that men played. Perhaps the data I had was specific to hardcore gamers.
  • Gamers appear to forget they are playing games less readily than film goers forget they are watching a film because they have to participate in the game for it to proceed. The report also goes on to say that gamers are not emotionally involved but instead are concentrating upon “making progress”. So most people really do play games mechanically and don’t care about story? Is this really why there are people who will gladly pay every month just to gain experience by doing the same thing over and over again? Are games nothing more than “I Win” buttons to most players? Disturbing.
  • A range of factors seems to make less emotionally involving than film or television. The adversaries which players have to eliminate have no personality and so are not real and their destruction is therefore not real, regardless of how violent that destruction might be. Er, did we really just say that video games are less emotionally involving BECAUSE they aren’t realistic? If we give the adversaries personality (and I am sure that there are more than a few games that do so already), does their destruction result in games that allow minors to lose their grasp on reality?

There isn’t much else in the report that we didn’t already expect. Game players generally understand the difference between video games and real life. Game players are not all children, although parents (and I may add politicians) still think that games are for children only. One of my favorite lines:

Parents should not treat video games in the same way they would board games.

Parents aren’t readily giving their children The Newlywed Game boardgame, yet they think nothing of letting them play GTA 3? There are adult and mature-themed board games, so why are video games supposed to be played exclusively by children?

You can download the full report at the BBFC website.

Categories
Game Development Personal Development

Thousander Club Update: April 23rd

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 83.5 (current year) = 345.75 / 1000
Game Ideas: 616 (previous year) + 24 (current year) = 630 / 1000

I managed to get some time in this past week despite the day job. I picked a title for my Space Invaders clone as well as a theme. It’s now called Killer Kittens from Katis Minor. The theme is pretty much the same thing as Space Invaders, only now there are killer kittens instead of generic aliens. Instead of dropping generic bombs, the kittens drop exploding yarn balls.

While this theme is pretty much a cosmetic change, I have managed to add a few minor features as well. Also, killer kittens are funnier than generic aliens. If I can focus on this project in the coming week, I might be able to finish enough to release it before the end of April.

Categories
Games Geek / Technical Marketing/Business

Copyright Not a Minefield Just for Indies

I originally talked about the dangers of working with existing protected works as an indie developer. Having the means to afford a legal team isn’t a guarantee of immunity, either.

In the Gamasutra news entry Ghost Rider Creator Files Suit Against Take-Two, Others, it seems that Gary Friedrich is literally suing Marvel, Take-Two, and others for making a bad movie based off his work. While the suit claims he has owned the exclusive rights to Ghost Rider since 2001, meaning that the movie was an infringement of his copyright, he is also accusing the defendants of “waste”.

Imagine if you owned the rights, trademarks and copyrights, regarding a popular character. Then imagine that someone makes a movie about the character, butchering parts of it, and then doing a terrible job of advertising. Now your own rights are worth less than they did before the movie was made because people associate this movie with your work. And you never gave them the rights to make the movie in the first place!

It just goes to show you what a minefield licensed properties can be. This situation reminds me of the SCO/Novell/IBM/Linux debacle.

Categories
Game Development Personal Development

Thousander Club Update: April 16th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 76 (current year) = 338.25 / 1000
Game Ideas: 616 (previous year) + 24 (current year) = 630 / 1000

Crunch time at the day job is still taking its toll, but I think I’ve learned a few things about increasing my productivity in general. Or maybe I am just putting into practice what I’ve already learned. Either way, I have some new habits that seem to translate into progress, and I can’t wait to have free time to spend on GBGames again. In fact, I figure that I can still dedicate 15 minutes a day , which should translate into almost two hours a week. No matter what, I should work for 15 minutes on my own project before going to the day job. I think the toughest part will be stopping after the 15 minutes are up. B-)

In the meantime, I have been doing a halfway decent job of coming up with some game ideas during the few breaks I’ve given myself. When I used to be on track for the Thousander Club, I would come up with at least three game ideas per day. I haven’t been doing so since I hit the previous crunches last year. I want to try to catch up with the ideas as quickly as I can, but if I can’t, I should at least try to get back into the habit of coming up with three ideas each day.

Categories
Game Design

Game Design Element: Realistic Risks and Recovery

Recently, Jay Barnson wrote RPG Design: Quest Abuse in which he details the problems with the quest system in CRPGs. Some of his comments sounded familiar, and so I looked back through the archives of Gamasutra until I found what I was looking for.

Back in 2000, Ernest Adams wrote A Letter from a Dungeon from the point of view of a video game hero who does not feel heroic at all. There were multiple issues that led to this feeling of inadequacy, but I want to address the problem of risk.

And as if that were not enough, we also have spells of resurrection! Yes! The greatest miracle of all, which I had thought solely the province of God, is available in this place for the price of a few gold coins. I myself have died half a dozen times, through want of attention to my body’s condition in the heat of battle, and in a moment my companion brings me back to life. I sip a healing draught and we proceed as if nothing had happened. Death holds no terrors for me here, and in a place where there is no death, can there indeed be a hero? Courage is the conquering of fear, yet I have no fear; no reason to fear, and therefore no need for courage. The stirring stories I read as a child in school are meaningless here; they provide no example to guide me. Richard the Lionheart did not cast a spell and fly home to England whenever he felt tired! He is no adventurer who returns upon a moment’s whim to sleep in safety every night.

Indeed, master, I am no adventurer. I no longer know what I am.

I am sure that permadeath in some games attempts to address this issue. If death meant that you had to start over, and there was no easy way to prevent it short of copying save files in and out manually, then you might feel more invested in your character. Death would be a major risk, and you wouldn’t be so willing to charge into a room full of zombies just to see what was there.

But what about injuries? What if you played an RPG in which there were no magical healing potions? Heck, what if any game you played didn’t offer an item that absurdly heals your player, good as new? Seriously, why would dog food and bandages also provide cosmetic surgery to fix the shrapnel that used to be your face? If you get hurt, you are hurt until your character can realistically recover. A few scratches wouldn’t be a problem. A broken leg would slow you down quite a bit and probably keep you out of action for some time.

Now, it isn’t heroic to hang out in the hospital while your leg heals, either. Time can pass in an instant, but perhaps there you will miss out on some opportunity to strike against the Big Bad’s forces. If realistic risks are a key element in the game, must time also play a key role? After all, in real life, if you get hurt, it isn’t the fact that you’re hurt that is the problem. The problem comes from what being hurt prevents you from doing. If you cut your hand badly, you won’t be able to write with it until it heals. If you could still write, it wouldn’t be a serious injury anymore.

Recovery time plays a key role in whether you think taking some action is worth the risk or not. If you don’t think you can recover at all (permadeath), then you will have to think long and hard before taking an action. If an injury would prevent you from playing in the big game, you might be disinclined to risk it. On the other hand, if you only risk a few scratches on your arm, those scratches won’t stop you from doing anything if importance. You know, unless your day job involves looking beautiful on a runway.

But if recovery would be instant, then anything short of death is not a factor in your risk assessment. What’s the worst that can happen? Death due to your inability to find something to let you recover!

If realistic risks are a part of your game design, then you probably need to provide ways to minimize such injuries. After all, how many stories have you read in which the hero gets injured throughout his adventures, and I mean besides Don Quixote? Getting injured in your game would probably become as serious as death is in games today. After all, if berries can’t instantly heal you, then you only need time to recover, but the world isn’t going to wait to get saved. You can’t put the world on hold while you recover, and the world will need to seem alive enough to have changed when your character is well enough to move.

If you focus on the mechanics of realistic injuries in a game, it might sound like a step backwards. Having to stop adventuring because you broke a leg or otherwise injured yourself badly doesn’t sound like fun. The legend of King Arthur isn’t riddled with pauses in the action due to injuries. Even if a hero did get injured, it wouldn’t stop him from acting heroically. Still, I think the idea that the player has to keep risk of injury in mind while playing adds a bit of strategy.

In some first-person shooters, falling from a great height does nothing. You just bounce away, shooting everything in sight. In a realistic FPS, however, falling from even a seemingly short distance can still injure you, and you can’t do much more than limp away. And you continue limping until the match or your life ends. It results in slower games than the arcade, twitch shooters, but winning a particularly scary Counter-Strike match can give you a feeling of heroism that I just can’t compare to a Quake 3 free-for-all. In Quake 3, I can just throw myself at the enemy like cannon fodder. The risk is that while I am waiting for respawn, someone else will get more kills. I can’t play this way in CS. Death means I can’t do anything until the next match, leaving my team that much more vulnerable. I would have to be a lot more courageous to try to charge into a room in CS than to do the equivalent action in Quake 3.

Can an RPG make use of realistic injuries without ruining the fun? I think it is possible. It is easy to see how the implementation could be flawed, but if our current systems are already flawed, why not think about other possibilities? While there are many issues addressed by Jay Barnson and Ernest Adams, perhaps giving more importance to risk might improve RPGs. Charging into a dungeon and killing hordes of zombies would be a feat of courage and strength, an uncommonly heroic thing to do, rather than another run-of-the-mill side quest. After all, what makes someone a hero is that they are doing something uncommon. If everyone did it, why would you look up to one more person who did? Being an indie game developer wouldn’t be so heroic if everyone did it.

Granted, I don’t play nearly as many RPGs as Jay Barnson does, so maybe I missed the games in which such elements already exist and my post is like someone complaining that there aren’t any match-3 puzzle games. If such RPGs do exist, I would love to hear about them.

Categories
Game Design Game Development Games Geek / Technical Marketing/Business Personal Development

Chicago Indie Game Meetup Tomorrow Night

It’s been a long time coming, but the next Chicago Indie Game Developer Meetup is here. Check that link for contact information to learn the super secret location.

It’s at Rohit’s place at 7:00 PM. That’s all I can say.