Categories
Game Development Marketing/Business

Production Lag Bad for Business

After filing my taxes and learning that my business operated at a loss last year, I realized that I needed to focus on results a lot more than I have been. I can’t sell anything unless I have something to sell, and I haven’t been doing a good job of creating that something. It is already March, and so the first quarter of the year is finished. I thought about the progress I have made for the year, and I am not pleased with it.

Before January, my Space Invaders clone was playable yet unpolished. I’ve since improved how playable it was, fixing the code that handles frame-rate independent movement and tweaking how the aliens move. I have added a simple text-based HUD and most recently played around with a decent font to use.

It shouldn’t have taken me three months to get to this point, and I still need to add quite a bit if I want non-technical players to be able to pick it up and play. I have already decided that I need to release a standard clone as v1.0 before I bother trying to create something innovative. Taking more time to release something just means that I will take just as much time to start work on something new.

My business and I have been coasting along on only a few hours a week. It is a common problem I seem to be having, and maybe these days I’ve added a few hours to my weeks, but I need to consistently put in at least 10 hours a week if I want to get significantly more completed. 10 hours a week is two hours a day, five days a week, so it shouldn’t be too hard to do at all, especially since I tend to work on weekends.

So, what’s left? As far as code is concerned, the major thing I need to implement is a simple menu system. It’s simple in that all the options I need to provide the player is to start a new game, view the credits, and exit. When the player pauses the game, it should ask if he/she wants to quit. There are still a few more code-related things, but they are related to my content needs.

Since silent video games have been out of style since the 1920s, I will need to add sound effects at a minimum, but I may have to skip adding music if I want to release something sooner rather than later.

As for graphical content, programmer art, as sexy as it may be, needs to get replaced. I think I am pleased with the fonts I have chosen. I’ve spent a few sessions of development just looking at them in the context of the game, and I am ready to move on to something else. The various entities in the game need an overhaul. The player’s ship doesn’t even look like a ship, and I don’t like the idea of a ship hovering back and forth on the ground anyway. I would prefer that it look like a tank, with a turret that faces up. Actually, there are plenty of theme changes I could make, each of which requiring different graphics needs, but I can concentrate on choosing among them after v1.0 is released. The same goes for replacing the static alien and missile sprites and the boring explosion effects.

I want to add a menu system sooner rather than later. Other than sound, the menu is the only part that is missing, and it will be easier to code up a menu system than to create or find decent sound effects.

Will this game improve the bottom line for my business? Probably not by itself, but the sooner I finish it, the sooner I can work on something that people may be willing to pay to play, and the sooner I can join the ranks of those people who claim to have truly finished a game. Taking a longer time to finish this game than necessary is a huge liability for my business.

Categories
Geek / Technical

ComicJuice Announced

Thanks to my friend Larry, I learned about a cool new technology called ComicJuice.

Imagine a tool that allows you to create comics easily and share them with others. You can place images anywhere, stretching and shrinking the relevant panels as you go. Word bubbles can easily be created to match any scene. The video demonstration was impressive.

Even more impressive? The developer spent only four days creating it!

It’s a fairly new technology, and the results of the work are a little sloppy currently, but I am sure that they will only get better with time. I can see ComicJuice becoming the YouTube of web comics.

Categories
Marketing/Business Politics/Government

LLC Annual Reports

It has been about a year since I first formed my LLC, and I have already submitted my tax return. Without going into specifics, GBGames, LLC posted losses in its first year. Looking back, I can say that one of my problems was that I didn’t do a very good job of managing my business (or myself!), but I can write about production and self-management in another post.

Last week I submitted my annual report to the Secretary of State, and it was easy.

In Forming an LLC in Illinois, I described the steps necessary to create a limited liability company for yourself. The initial payment of $500 required something other than a regular check, and I used a cashier’s check when I created GBGames, LLC. I was not sure if I would need to go through the trouble of getting another cashier’s check to pay the $250 annual fee, but it turns out that you could send a regular check.

Filing the report was pretty simple. The state sends you a form with your important information: business name, the primary contact, and principal business location. If nothing has changed, sign it, enclose the check, and mail it off.

The most confusing thing about the process was the difference between the address on the provided envelope and the form itself. I imagine it eventually gets to the same place, but why provide an envelope with a different address from the one that the form says it should go to?

In any case, GBGames, LLC will be going into its second year on March 22nd. Hopefully it will be a profitable one. B-)

Categories
Game Development Personal Development

Thousander Club Update: March 5th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 40.5 (current year) = 302.75 / 1000
Game Ideas: 616 (previous year) + 5 (current year) = 621 / 1000

I do not have much to report for this week. I am not going to GDC, but I hope to read the reports from a number of people, including Arthur Mortega. This year, if anyone finds a Darwinian or something equally as cool, please pick one up for me.

Next year I know to get the Indie Pass as soon as I can.

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.