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

LD24: Slept On It #LD48

Before I went to bed, I started working on getting a skeleton project up and running.

I know. I know. It’s supposed to be one of my pre-compo checklist items: “Is your build environment working? I’m using CMake, and I should probably prepare an LD24 project beforehand so I’m not wasting time trying to get the build scripts to work when I could have a buildable project with a blank window from the start.”

Well, I didn’t. So I spent the first few hours getting a window up. Basically, I took existing scaffolding code (a basic Game class, Command/Event interfaces, stuff like that) and slapped it together as minimally as possible until it could build successfully and leave me with a window that shows a title screen and can exit properly.

LD24 TitleScreen

The title is…evolving.

But the actual game design? Still only ideas right now.

I figured that a lot of people might try to make a Spore clone. I’ve seen quite a few screenshots with little primordial oozes as playable characters, and presumably you gain abilities, appendages, and interact with other units that might be more or less evolved than you. While I’m excited to play some of these games, I’m not sure Yet-Another-Variation would be interesting to work on.

I like the idea of an evolving landscape. A tile-based world that starts out with only one kind of tile with certain attributes, but as you explore it, you come across evolved tiles which might have new attributes or changes to existing ones that might impact movement, health, sight, sound, etc. And if I do it right, no two play sessions will be the same.

In terms of engineering, experimenting with neural networks might be fun. Maybe let the player pick a trait, and then have the system go through a few iterations to find out how healthy it is compared to others. On the other hand, that sounds like a lot of uncertainty and an unfinished compo entry.

Anyway, I’ll think about it some more over breakfast.

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

LD24: Evolution Actually Made it! #LD48

So, the theme was announced, and it’s Evolution.

Now, Evolution is the theme that was the Susan Lucci of Ludum Dare themes. It always made it to the final round of theme voting and always lost out.

Until today.

And somehow, I’m unprepared for it. Out of all of this LD’s themes, Evolution was the one I hadn’t given much thought to. And I even voted for it!

I’m a little worried about this compo. This morning, I woke up with pain in my hip and back. Walking is awkward, standing is difficult, and sitting seems to make it worse. I don’t know how much time I will be able to dedicate this weekend if I can’t be in front of the computer.

But I’m sure as the weekend evolvess (see what I did there?), things will come together. I’m going to spend the first few moments just thinking about potential design approaches.

Good luck, Ludum Dare participants!

Categories
Game Development Geek / Technical

Pre-Compo Checklist for Ludum Dare #LD48

I realized that the last time I participated in Ludum Dare was LD #20, with the theme “It’s Dangerous to Go Alone, Take This”, and today I have a completely different laptop running a newer version of Ubuntu with the Unity desktop (not to be confused with Unity 3D, the game engine).

On the old laptop, I had a checklist of things to do before the theme is announced. There’s no sense is using up precious competition time on things you could have prepared for. Unfortunately I have to recreate my checklist since it was one of the things I didn’t back up.

For instance:

  • Is SFXR installed so you can easily make sound effects?
  • On that note, do you have Audacity installed to modify them? Is it working correctly?
  • Do you have all of the libraries and tools you need, such as libSDL?
  • Is your build environment working? I’m using CMake, and I should probably prepare an LD24 project beforehand so I’m not wasting time trying to get the build scripts to work when I could have a buildable project with a blank window from the start.
  • Have you purchased groceries? I’ve got peanut butter, bread, raisins, bananas, and pickles, so I’m set.
  • Does your timelapse software work? In my case, I needed to install scrot, and double-check that my Makefile script still lets me capture screens and turn them into a timelapse video.
  • Speaking of timelapse, did you disable power-saving on the monitor so that the timelapse screen captures will continue to work even if you take a break for eating or sleeping?

What’s your pre-LD checklist?

Categories
Game Development Geek / Technical

Flipcode Is Back?

Thanks to a post by Jetro Lauha on Google+, I learned that Flipcode is back.

If you remember back over 10 years ago, the Internet was dominated by a couple of game development website. One was GameDev.net, still going strong after all of these years, and the other was Flipcode.

Both had an archive of articles, but Flipcode focused almost entirely on the technical side of game development. It even had an Image of the Day, which included Telltale Game’s first project, Telltale Texas Hold’em, AIGameDev.com’s editor Alex Champandard’s voxel engine demo, Sol/Jari Komppa’s shadow contest entry, and hamumu/Mike Hommel’s first foray into 16-bit color. There’s even something by Jetro Lauha. B-) I wish I had submitted something of my own so I could be nostalgic about it today.

Unfortunately, in 2005, Flipcode shut down. The closure note said:

I realize this announcement may be a disappointment to many, but I feel I’ve done all I can with this site to serve the game development community over the years. The industry is changing rapidly, as is the face of the web. There are plenty of other game development resources out there (of all shapes and sizes), and more are sure to pop up. I genuinely hope you enjoyed your stay at flipCode, and wish you the best of luck with your future adventures.

The article archives were left up, which is good because they remained useful references for years if you were interested in graphics programming and example source code for topics such as surface subdivision, encoders, and resource managers.

Yesterday, there was a message by Flipcode’s founder, Kurt, that the site was being brought back. It already has some updates, although it seems to be primarily links to other sites and news.

To be honest, I expected other sites to fill the void after its closure. And while I’ve seen a few sites step up, I haven’t seen the same raw spirit I saw in flipcode and its community. *That’s* what this ‘reboot’ stuff is all about. At the moment I’m in a position where I hope to put in the time to rebuild a site that’s worthy of the name. And once the ball gets rolling, I’d love to establish a small team to ensure the site has a bright future, always capable of adapting to changing times– something I should’ve done the first time around.

flipcode has always been about the community. The site itself is essentially just a tool to help organize and coordinate content, around which a community can thrive and amazing things can emerge. In the coming weeks and months, I expect to be rebuilding the familiar, core features (such as forums, IOTD, etc), while still exploring some cool new directions for the site. I expect to soon be tweeting about progress, as well as potentially blogging. But most importantly, I’d love to hear what you think about this whole mess.

Over the last few years, there’s been a couple of times when I’ve checked on the site to make sure it was still up. That the site is going to be updated again is very good news indeed. Welcome back, Flipcode!

Categories
Game Development Geek / Technical Linux Game Development Personal Development

Ludum Dare #24: Are You In?

August 24-27 is Ludum Dare #24. Ludum Dare is a 48-hour solo game development competition. It’s also a 72-hour game jam where the rules about tools, team sizes, and distribution are a bit more lax.

I realized that the last time I participated in a compo was Ludum Dare #20. It’s been too long.

I’m not sure if I will be working in C++ with libSDL or if I will be using Stencyl, which I used successfully during the 2011 Meaningful Game Play Game Jam to create two prototypes. I’d love to try out Unity, but according to the developers, they “currently have no plans or commitments to port the editor to Linux.”

Theme voting is happening right now. Friday night is the announcement of the theme and the kick-off of both the compo and jam. Are you in?

Categories
Game Development Games

Support Deirdra Kiai’s Pamplemousse

While Kickstarter gets a lot of the press, there are other crowd-sourcing platforms that are friendlier to people outside of the United States.

Canadian game developer Deirdra Kiai, creator of The Play and Life Flash By, has a campaign for a fun project on IndieGoGo called Dominique Pamplemousse in “It’s All Over Once the Fat Lady Sings!”.

Kiai describes the project as a “stop motion musical detective adventure” and has provided a few behind-the-scenes posts describing how she creates the stop motion puppets and music. There’s even an early Pamplemousse demo available.

Here’s the video introducing the project and explaining why you should pledge to support it:

Dominique Pamplemousse Pitch Video from Deirdra Kiai on Vimeo.

Pledging just $5 gets you a copy of the game when it is complete, and there are quite a few perks at different pledge levels, such as getting your name in the credits, a model of your head in the style of the game characters, a puppet from the game, and even a short film of the characters singing and dancing to the song of your choice.

As of this writing, the project is a little over 30% funded with 16 days left to go. Pledge at least $1 to help get this project fully funded.

Categories
Game Development General Personal Development

Living on Purpose: Prolific Creation

In Habitually Living on Purpose, I mentioned how I am focusing on habits this year in an attempt to live according to my Life on Purpose statement: My Life on Purpose is a joyful life of freedom, continuous learning, encouraged and supported creativity, insatiable curiosity, and prolific creation, driven by passion and a desire for excellence, powered by a healthy body and soul.

Previous articles in this series include: “powered by a healthy body”, “continuous learning”, “insatiable curiosity”, “a joyful life of freedom”, and “encouraged and supported creativity”. Today’s post is about “prolific creation”.

Being Prolific

In one of my favorite audiobooks, 100 Ways to Motivate Yourself by Steve Chandler, there’s a section about Anthony Burgess. At one point, he discovered he had a deadly brain tumor, and at the time, he had nothing to leave behind to his wife.

Burgess had never been a professional novelist in the past, but he always knew the potential was inside him to be a writer. So, for the purpose of leaving royalties behind for his wife, he put a piece of paper into a typewriter and began writing. He had no certainty that he would even be published, but he couldn’t think of anything else to do.

In that final year, he wrote a handful of novels. But then his cancer went into remission and never came back.

“In his long and full life as a novelist, he wrote more than 70 books, but without the death sentence from cancer, he may not have written at all.”

The Power of Creative Habits

Now, part of the point of that section is the idea of giving yourself a sense of urgency to get important things done, but I liked the idea that Burgess was so prolific once he got started.

In an interview with John Cullinan of The Paris Review, he explained how he could be: “I’ve always written with great care and even some slowness. I’ve just put in rather more hours a day at the task than some writers seem able to.”

It makes sense that to be a prolific creator, you need to put in a lot of time creating. Burgess mentions that he does a lot of his work in the afternoon. Other writers have different habits, such as writing for an hour each morning, or writing until at least 500 words have been placed onto the page, or writing from 9AM to 1PM. Stephen King writes 10 pages a day without fail, for instance. Every prolific writer has his/her own set of habits, but the commonality is that they have habits.

When I first started my blog, I had a goal of publishing at least three posts a week: Monday, Wednesday, and Friday. I wasn’t always successful, but there were good periods of time when my blog had regular new updates. Oddly enough, this was during a time when I was working a full-time job and trying to do game development on the side.

When I went full-time, I was able to dedicate a lot more of my time to game development, and so I didn’t publish blog posts nearly as often. I was less focused on updating three times a week, especially because I was so focused on my work. I didn’t spend a lot of time finding interesting, relevant links to write about.

In my various attempts at creating a schedule for myself, I have tried to set aside time to writing. Currently, I have a writing hour on Wednesday, Thursday, and Friday. I used to have it daily, but I decided to use those Monday and Tuesday hours for organizing.

Getting Out of a Routine

The trick has been to follow the schedule. By default, the schedule is followed, but when other priorities come up, I allow them to take over my day. The problem I’ve had recently is that I haven’t gotten back to the regularly scheduled program. For instance, when I was about to get married and go on a honeymoon, I had a large number of tasks I wanted to complete. I had articles to write for ASPects. I wanted to send out a newsletter to my Stop That Hero! customers and to GBGames Insider Info subscribers. I wanted to write a few blog posts, especially those in this Life on Purpose series that I started in May. I wanted to have the next version of my game out the door.

And in the end, I got a lot less done than I intended. There was just too much to do. I was spending quite a bit of my time working on the marketing for ISVCon, and while I wrote for ASPects, it felt a lot more rushed than I would have liked, which probably impacted the quality of my output. But I had a wedding to prepare for.

During that time, I didn’t work on Stop That Hero! except at the very beginning of the month. Getting back from my honeymoon, I had more conference preparations, and so I didn’t do any game development during June. If this game project was a novel, I’d be the exact opposite of someone like Stephen King.

And I should also add that when I started working full-time, my expectation would be that I’d have a few games published at the end of a year. My first project was for the MiniLD I hosted in 2010, which I completed late and never published. Then Ludum Dare #18 started, and I submitted “Stop That Hero!” for the LD Jam by the end of the third day.

And then I started working on a full, commercial version of the game in October 2010, and I’ve been working on it ever since, even though I never intended to work on a multi-year project when I started. The only other game I’ve worked on is for Ludum Dare #20, Hot Potato, and the only real positive I can say about that one was that it was finished by the deadline.

This isn’t being prolific.

Getting Back Into a Routine

So what habits can I adopt to become more prolific?

I could start by following my schedule more strictly. Sometimes that means saying no to new commitments or requests for my time, something I’ve been very bad about protecting recently.

That means writing at a set time each day, according to my schedule. It means not allowing other tasks to take up that time scheduled. I can set everything else aside and write for that hour.

When it comes to game development, one thing I’ve found really helpful is using a timer to block out chunks of time for me to work within. I set the timer for 45 minutes, work on game development until the timer goes off, then take a break for a few minutes before repeating. I’ve tried with 25 minutes, ala the Pomodoro Technique, but I found that the first 20 minutes is sometimes needed for me to figure out what I want to do in the first place, so using 45 minutes means I have more time to implement the solution I’ve figured out.

Calendar entries with marks indicating game dev sessions

I keep track of each 45 minute session and mark it on my calendar for the day. I’ve found that doing more than four sessions is starting to push it, even though it only adds up to a total of three hours. Andy Schatz claims he works about 60 hours a week, although I don’t recall if he said it was all game development or if it included marketing efforts as well.

Whether I’m working all day or only for a few hours, the point is that I have a daily game development habit.

Finishing versus Doing

Does prolific creation imply finishing? There’s a lot out there about the writing habits of novelists, but not a lot about how they translate that writing into finished, published works.

Writing a blog post is relatively easy, since they are usually quite short, and publishing is even easier.

But I would count writing in my journal as part of my writing time, and it isn’t a public medium at all. Still, I could say that my journal entries are complete and whole.

Finishing “Stop That Hero!” is a lot of work, but I’ve clearly demonstrated to myself that dedicating a lot of game development sessions doesn’t necessarily translate into a finished product. I can make progress, but towards what? It’s easy to lose sight of the core of the game, what’s really important to the game play, especially from the customer’s perspective. It’s especially easy to get busy without actually doing work that adds real value.

I’m willing to bet that Stephen King doesn’t write 10 random pages of words that eventually fall into a bunch of different novels. He’s probably writing 10 pages of his current novel, and every 10 pages of work translates into understanding what he’s writing about and how to best put it all together.

Creating prolifically implies completion. Finishing is an important skill that needs to be developed as much as any skill involved in the act of creation.

So while the doing is important, it definitely helps to have a goal for that doing. A good quote: “What does done look like?”

Categories
Game Development Marketing/Business

Kickstarter Is For Market Research

Kickstarter

Months ago, I wrote about how glad I was that I didn’t create a Kickstarter campaign to help fund Stop That Hero!‘s development. It wasn’t because I didn’t think Kickstarter was a good idea. It was because I didn’t want to do a half-ass campaign as an afterthought.

When Double Fine Studios had their record-breaking campaign, I was surprised by how many people thought that this meant that Kickstarter was a fantastic fundraising opportunity for indies. Granted, there’s good news that projects by people such as Tim Schafer and Kevin Smith can be funded without needing a huge publisher backing them.

But these people are celebrities. Of course they’re going to get a lot of attention and pledges. What about Joe Indie, the obscure person with the yet-realized dream?

Kickstarter is not a magic money machine. People can and do fail to get funding.

But perhaps the money isn’t the point.

As Corvus Elrod wrote recently in Every Kickstarter a Success, the crowd-sourcing site “is the most affordable and brutally efficient marketing tool” he’s ever used.

… the type of audience intereaction that Kickstarter makes possible is enormously valuable and the fact that the only finanical risk you take is not getting funding for a project that likely doesn’t have an existing market to sustain it anyway, there’s simply no reason every Kickstarter project shouldn’t be considered an overwhelming success – providing you simply do the hard work.

One of the toughest things to do when running a game development business is figuring out what project to work on. You can’t just work on what you think is fun and hope it pays off. You have to do market research to find out who your customers are and what they want. Otherwise, you’re hoping that when you release your game, your interests overlap with the interests of enough customers to sustain you. It relies too much on uncertainty and luck.

Kickstarter is great for measuring such interest in your project. For one example, Christopher Williamson of DreamQuest Games recently finished a campaign to raise funds for Alpha Colony: A Tribute to M.U.L.E..

While the campaign fell short of the $500,000 he was hoping for, he did manage to break $100,000 in pledges with almost 1,000 backers. He’s written up a post on 20 Ways to Screw Your Kickstarter in which he talks about the lessons learned.

But his Kickstarter update post indicates that they got the validation they needed for this project: “The world has shown it wants Alpha Colony to be built and therefore we are making some big changes in preparation for a second launch on Kickstarter!” Keep an eye out for the Alpha Colony relaunch in weeks, with an updated focus on multiplayer and a different funding target.

Ian Bogost wrote that he thinks Kickstarter is less of a fundraising platform and more of a new kind of entertainment: “It’s QVC for the Net set. And just like QVC, the products are usually less appealing than the excitement of learning about them for the first time and getting in early on the sale.”

Perhaps that’s partly true, but being able to measure that excitement as early as possible is vitally important to the success of a project, and ultimately, to a business. If Kickstarter and other crowd-sourcing sites make it easier to get that early feedback, it translates into a lot less wasted effort.

Categories
Game Design Game Development Marketing/Business

See Me At ISVCon Next Month, Plus Registration Discount

ISVCon July 13-15, 2012, in Reno, NV

From July 13-15 I’ll be in Reno, Nevada, attending ISVCon, a conference for independent software developers and vendors. It’s actually a reboot of the Software Industry Conference (SIC), which the Association of Software Professionals (of which I am currently President) purchased and is hosting for the first time.

I’m not only attending, but I’m also going to be part of a panel of game developers talking about how games are different from other types of software. I’ll be joined by Gregg Seelhoff of Digital Gamecraft and Christopher Williamson of DreamQuest Games. Each of them also have their own talks about quality assurance and mobile app development, respectively.

In 2008, I attended SIC for the first time, and I met a lot of great people there. A lot of those people I still interact with regularly today, and I find these kinds of connections well worth the cost alone.

This year’s conference reboot looks to have a fantastic set of sessions for independent software developers, including talks on marketing basics, social media marketing, best practices in freelance and outsourcing, Cloud-related technologies to help your business, mobile platforms, Software as a Service (SaaS), and more. Learning about trends and best practices from experts in all of these domains in one place is hugely valuable.

If you can make it, I’d encourage you to register at http://isvcon.org. I’d love to meet up with you. In fact, as a thank you for being a reader of my blog, you can sign up with coupon code “GB2012” and get 10% off of the registration price.

There is a discounted room rate in the ISVCon hotel block at the Atlantis Casino Resort Spa, which is where the conference is being held, and the deadline for getting a room in that block is June 28th. You can get your room rates at $69 (weekday) and $99 (weekend) a night, plus you get the $12 per night resort fee waived, instead of paying up to $150 a night with a $12 resort fee (per night!) added on top.

Also, besides saving on hotel rates, the cost for registering for ISVCon bumps up on July 1st, so there’s two good reasons to sign up today instead of waiting until the last minute.

I’m really looking forward to ISVCon. Will I see you there?

Categories
Game Development Games Marketing/Business

Why I’m Glad I Didn’t Try to Create a Kickstarter Campaign

Kickstarter

Before Double Fine had their really successful campaign and seemingly everyone thought Kickstarter was suddenly this brilliant way to raise money for indie games, I looked into it.

As development continued on Stop That Hero!, I worried about continuing to fund it with my savings before I actually ran out. I was aware of Kickstarter, since I backed Addicube and most recently Bhaloidam by Corvus Elrod, and I also backed Anthony Salter’s Inaria on 8-bit Funding. All of which were successfully funded, by the way, and I’m proud to have been a part of the reason why.

It seemed to make sense that a relatively unknown indie project could expect to get at least a little bit of funding to help make a game a reality, and I figured a Kickstarter campaign for Stop That Hero! would be an excellent way to experiment with crowdsourced funding.

I figured that I should look up how to run a successful Kickstarter campaign, and I found a lot of good information. Unfortunately, what I learned is that running a Kickstarter campaign is a lot of work, and that means dedicating time to it, and that means I’d be dedicating time away from the project I really want to work on.

Having to spend time on backer award, a high quality video trailer explaining the campaign, and finding people to fund the project? If I had dedicated marketing staff, sure, but I don’t. Plus, I clearly underestimated my budget needs for this project as it is, and I would need to ensure I knew how much to ask for so that I didn’t end up being underfunded. I’d also want to ensure that the requested funds were realistic. I’m not going to be getting millions of dollars for my project, and if I asked for that much, it means a high likelihood that the campaign itself will fail and so I’d lose access to the money that actually gets pledged.

Recently, I read an article on The Ugly Side of Kickstarter, and while the title makes it sound like it exposed some seedy underbelly of crowdsourced funding, the reality is that they’ve found what I found: that a Kickstarter campaign requires a lot of work and isn’t some magic money-making machine.

Basically, my takeaway with my own investigation was that Kickstarter campaigns are fantastic if you have the time, the marketing ability or star power, and a really good reason for it. It’s great for backers to feel some ownership in the development process and for developers to get a great marketing outlet and potential customers.

But I definitely wasn’t going to launch a Kickstarter campaign when I didn’t plan for it in the first place. Perhaps for a future project, but not as an afterthought. No one benefits from a half-assed Kickstarter campaign, and I knew I wouldn’t be able to put together a full-assed one in the time I could spare for it.

Have you looked into Kickstarter, 8-bit funding, or similar crowdsourced funding sites to fund your indie game? Have you backed any projects? How was your experience?