Categories
Game Development Linux Game Development Personal Development

Thousander Club Update: March 24th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 35 (current year) = 444.25 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

Since starting to do beta testing on Killer Kittens, I learned about system library dependencies that my game had. The first problem was a quick fix. I had followed the advice of Dirk Dashing‘s creator in his series, Linux Game Development, which I first read in the ASP newsletter before GameDev.net picked up the articles. In part 2, Troy Hepfner talks about creating binaries that are distributable, and reducing dependencies allows you to ensure that you only provide what you need and no more. One of the options to pass SDL’s configure script was “–enable-sdl-dlopen”, which allows SDL to dynamically link to certain low-level libraries without requiring that they exist. For some reason, my game wouldn’t run on someone’s system because of one of these low-level libraries. It turns out that I had typed “-enable-sdl-open” instead, which failed silently.

The next difficulty involved someone using Ubuntu 64-bit. Apparently there was still a dependency on libaa, which I found was some ascii graphics library. Why was my game depending on it? It wasn’t. The Kyra Sprite Engine was. I spent a few hours digging through the autotools script for it before figuring out that it was including all sorts of random libraries for no good reason. It was like –enable-sdl-dlopen worked for libSDL but Kyra was ignoring the use of it. In the end, I believe the problem involved certain library flags defined in configure.in that really had no business being there. One I removed those flags, libkyra had fewer dependencies and seemed to pay attention to the fact that I am using custom libraries.

Then I found out that SDL_mixer had dependencies on libvorbis and libogg, and since I am not using OGG files, I don’t need those dependencies, either. A quick update of my build scripts, and the problem was fixed.

I’ve posted a thread on HappyPenguin.org to help solve another problem. A couple of beta testers informed me that my game would not run on older distros, such Debian Stable or Slackware 11. They find the following error message: ./killerkittens.bin: /lib/tls/i686/cmov/libc.so.6: version `GLIBC_2.4′ not found (required by ./killerkittens.bin)

I’m really tempted to switch to Java, but it may just be that I can switch away from using the Kyra Sprite Engine and solve most of my dependency problems. I thought that maybe I can release my game and then switch from it to using just SDL (and save 10MB or so, since Kyra is a large library) or changing to Allegro. I may need to change before release.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Games Linux Game Development Marketing/Business

Killer Kittens from Katis Minor: Beta Testers Wanted

I’m really close to releasing v1.0 of Killer Kittens from Katis Minor, but I need beta testers to help me verify that there aren’t any show-stopping bugs.

I’ve asked a number of people, including a few friends. Unfortunately, it seems that I am having a hard time finding many, as only a few people have responded so far.

That’s where you may come in.

If you are a GNU/Linux user and are interested in trying out a pre-release version of my game, drop me a line using the contact form in About Me. I’d appreciate it if you could tell me as much about your system as possible, including Linux distribution, kernel version, and hardware specs (graphics card, processor, sound card, memory). Also, tell me about your tastes in video games, especially about the types of games you would like to see more often.

If you participate in beta testing, as a thank you, your name will appear in the credits of the game.

Categories
Game Development Personal Development

Thousander Club Update: March 17th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 28 (current year) = 437.25 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

I updated the graphics. Here is one of the first screen shots I took of this game, way back in December of 2006:

See that background? And the player’s ship? Yeah, those were supposed to be placeholder art. I’ve replaced them finally. The new art isn’t great, and it is still programmer art, but it isn’t horrible. The sky is just an exploded part of the title screen’s background, and the ground is…well, it is still a giant rectangle of green, only it is darker and has different shades of green sprayed around to give a bad illusion of grass. The ship is actually sci-fi looking instead of abstract.

Oh, and I should address this part. I can’t believe I’ve had this project on my plate since 2006! That’s over a year working on a clone! Granted, I’m going through the entire process of making, packaging, and distributing the game, and so it required more work and polish than my Pong clone. I had to make a menu system, for one thing. I also had to deal with figuring out license compliance issues since I am distributing certain libraries the game requires. Not having gone through these issues before, I had a lot of research to do and mistakes to make.

Now that I’m on the tail end of this project, I’m much more confident about tackling the next one. I have build scripts that are far and away much better than they were when I started, and those scripts and my know-how can come with me when I start a new project. It will be great to have the ability to create a distributable file from day one.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Games Linux Game Development Marketing/Business

Why Aren’t There More Linux-Using Gamers?

Rarely do major game developers and publishers make a cross-platform game, and those that do rarely release the game for all platforms at the same time. Usually if there is a Linux or Mac version of a game, it won’t be released for weeks, months, or even years after the Windows version.

Indie developers seem to follow suit. Introversion Software released Defcon for Windows in September of 2006, and there wasn’t a Linux version of the game until May of 2007. The Mac version was released a month earlier.

At least these games get released. Most developers focus on Windows exclusively. The thinking is that Windows has such a large market share that there is no need to focus on the smaller Mac and Linux user base.

Of course, indie developers have already found that the Mac users are starving for good games. Providing a Mac version can sometimes double your sales, according to the sales figures that some developers have released.

But why not Linux? Oddlabs created Tribal Trouble, and the sales figures were as follows:

Direct online sales: 1500
….. Windows: 460 (31%)
….. Mac OS X: 680 (47%)
….. Linux: 160 (11%)
….. Undefined: 200 (11%)

160 direct sales, while lower than either Windows or Mac sales, are nothing to sneeze at. The conversion rate for Linux was 1.1%, while for Windows it was 0.8%. The difference between having a Linux version of a game and not having one is clearly significant.

And Tribal Trouble is just one example. I know A Tale in the Desert is an MMO, but there were two Linux users for every Windows user subscribed to it at one point. I would love to see stats for Vendetta Online as well.

What about games that release a Linux client after the Windows version has been released? I imagine that sales would be much lower. After all, since there aren’t many games available for GNU/Linux, many gamers will continue to run a Windows machine specifically for games. If they can buy the game for Windows, why wait for the Linux version to be released?

And so publishers find no reason to support a completely new platform when they know that their customers will buy their games anyway. Those publishers who invest in a port after the original Windows release will of course be disappointed when the only people buying the Linux version of the game will be those who waited patiently. Linux users who play games on Windows aren’t going to buy the game a second time just because it is available on their OS of choice. I’m wondering how Defcon for Linux sold since it was released seven months after the Windows version. I would also love to see a comparison to Darwinia, since the time between the Windows release and the Linux release was a little over a week.

A lot of people point to the now-dead Loki Games as proof that there is no market for Linux games, but from what I was able to learn about Loki’s business, it didn’t close its doors due to lack of sales so much as bad business management. Having the owner of your company order tens of thousands of units over what could be sold is painful financially, but Loki: A promising plan gone terribly wrong also details a lot of the shadiness that contributed to the damage. It’s hard enough to be a success when running a business without someone sabotaging it.

Of course, why would I buy Quake 3 Arena (I actually do have the Loki Q3A tin, still unopened, that I found at a store after Loki was liquidated), Railroad Tycoon II, or any number of games for Linux when I was already playing them on Windows? Was Loki going to make original, exclusive games as well as ports? It didn’t seem like it was going to do so anytime soon.

So perhaps the problem isn’t so much that there aren’t any games for Linux. While there are fewer games, they exist. It’s just that most of them were bought and paid for when they were initially released on a different platform, and people don’t like spending money on the same product twice. At least with Quake 3 Arena, I can use the same CD to play on my Linux-based system as well as my Windows system. When I downloaded the full versions of Orbz and Dark Horizons:Lore Invasion from Garage Games, I could grab the Windows, Mac, or Linux versions without paying separately for each. Now compare the experience with buying The Sims for the Mac. If you already own the PC version and just bought a Mac? Tough. EA outsourced the port to another company, and that company handles Mac sales. It’s the same game, but you’re expected to treat it as if there are two separate games to pay for. Great for EA, but not so great for the customer. I know of one person who decided that paying for The Sims and all of the expansion packs a second time just to play it on her new computer was not worth it, and so she turned to not-so-legal channels instead.

Anyway, back to the existence of Linux games…where are they?

TuxGames and Linux Game Publishing are two online retailers that get mentioned often. It seems most of their catalog includes major publishers’ offerings, such as X3: Reunion and Unreal Tournament 3

LinuxGames.com is always announcing new games, but there is also a podcast, sometimes featuring icculus, a former Loki employee who makes a living porting games and game engines to Linux. The Linux Game Tome will announce new games as well, but the forums and irc channels are great places to talk about games, whether playing them or developing them.

And usually on these news sites you will find indie game developers mentioned almost as often as the open source games are. In fact, recently an update to Dark Horizons: Lore was in the news, sitting next to stories about Nvidia’s new 3D accelerated drivers and updates to Abuse and Battle for Wesnoth.

With over 30,000 registered IDs in the forums, even if not all of them are active, you have to wonder what the total market for Linux gamers looks like. Just 160 of them paid for a Real Time Strategy game about vikings and islanders. The creator of Dirk Dashing claimed that 33% of total sales were from the Linux version after it had been released for only 10 days.

What I am learning is that the Linux user base is actually very diverse, and there are a lot of people who use Linux simply because they don’t like Windows and want an alternative – at the end of the day, they don’t care about the ideals of the FSF or the GPL, they just want something safe and reliable that they can use. And they are very hungry for commercial-quality games!

While Linux may not be a viable platform for every kind of application, I think it is certainly viable for games. And I am so glad we tried a Linux version of one of our games – this has turned out to be a huge shot in the arm for our business!

Clearly the market exists, and it is significant. It may not be as significant as Windows or Mac, but it can be for some developers.

So forget about asking where the Linux gamers are. I think a better question should be: why aren’t there more games being made for Linux?

[tags] linux, video game, game development, tools, indie, business, sales [/tags]

Categories
Game Development Games Linux Game Development Marketing/Business

Torque Dropped Linux Support?

Thanks to Slashdot, I saw the article at MadPenguin.org called Linux Gaming 2.0: Why More Linux Users Aren’t Gamers and immediately dove into it.

Never dive into shallow water head first.

I was really expecting to see an in-depth article on the subject. Instead, it seemed to be a very short advertisement for Garage Games and Torque. Back on Slashdot, ChuckyKibbles wrote a comment called
On Hobbyists Hocking GarageGames:

The reason I started using torque, years ago now, was its unrivalled cross-platformness.
Oh, how things change

He proceeded to list out the ways that GarageGames’ offerings, such as Torque Game Builder and Torque 2, went from fully supporting Windows, Mac, and Linux platforms to only really supporting Windows, with Mac and Linux offerings being afterthoughts or “community supported”.

I hadn’t heard about this development until now, and when I checked the system requirements for Torque Game Builder, sure enough, I saw: “Linux version is supported by the community.”

The Torque Game Engine itself looked promising since it listed actual system requirements, but then I saw: “NOTE: Linux is community supported. The last known version to run on Ubuntu was TGE 1.4.1. Using Linux requires expert knowledge of C++, the compilation process, and Linux itself. Please do not try to use Linux if you are new to the OS.” The current version of the engine is 1.5.

Considering games like Dark Horizons: Lore Invasion and Orbz were made to run on Linux-based systems AND used Torque, I was expecting Garage Games to provide a wealth of new cross-platform games. It seems now that the Linux versions of their engines and tools are considered marginal and essentially unsupported, it isn’t likely that new games will be available, and that’s too bad. To top it all off, if I were to decide to use Torque anyway, I have to pay for a product that isn’t fully functional, and if I want to change that, I’m paying for the privilege of getting it to work, and Garage Games gets to take advantage of that work. It doesn’t sound win-win to me.

I’m sure Garage Games has a reason for dropping Linux support, most likely to do with the combination of support costs and low income. Still, it’s sad to learn that Torque is no longer THE cross-platform game engine for indies to use.

Is there anything to take its place?

[tags] linux, video game, game development, tools, indie [/tags]

Categories
Game Design Game Development Personal Development

Creation is Exciting

I’m currently fighting off a cold, and everyone knows how miserable it is to be sick.

What is surprising is how hard it is to resist creating something even though you should be resting. When you’re sick is the worst time to forget to eat a meal because you’re so engrossed in your work.

Even so, I wouldn’t trade this for the world. B-)

Categories
Game Development Linux Game Development Personal Development

Thousander Club Update: March 10th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 23.25 (current year) = 432.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

First the bad: I had multiple days off from the day job this past week, but I still only managed to dedicate something like 10 hours total? Come on, Self!

The good: I have a EULA for the game. To make things simple for me, I will use a Creative Commons license and keep the source proprietary. I did a bit of research before deciding on using a pre-existing EULA, and CC licenses are standard, well-known, and easy to understand.

The game will be freeware, and it will currently only run on x86 GNU/Linux platforms. I will distribute a tar.gz file.

After I figure out some logistics, I can release the source to the game. I can also provide an installer which will output a EULA that the player needs to agree to before the game is installed. I’m actually surprised at the number of shareware games out there that just install without even presenting a EULA. If you want your customers to legally be bound by the terms of your EULA, you need to present it to them BEFORE they install. Otherwise, your EULA will not hold up in a court of law.

Even further down the line is getting this game to be cross-platform friendly. Ideally I can use something like mingw on my GNU/Linux machine to build an executable for Windows. I’m sure some code changes will be necessary, but I hope I have anticipated them. For one thing, I learned that SDL video and SDL audio needs to be initialized together on Windows for some reason. I have a comment in my code as a TODO item. I don’t know if I can also create a Mac OS X build, but if I can’t, then I should be able to enlist the help of a Mac-using friend. I could always buy myself a Mac, especially since the Mac Minis are so darn cute, I mean, inexpensive.

In anticipation for the release of my game, I have created a web page for it: Killer Kittens from Katis Minor is “coming soon”! I’m excited! Are you excited?

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Design Game Development Games Marketing/Business

Chicago Game Developer Gathering On March 26th

Since a Chicago Indie Game Developer Club meetup hasn’t happened in a long time, Shawn Recinto of Immersive Realms has taken it upon himself to organize one, but he apparently got a bit overzealous. Now it’s announced as a Chicago Game Developer Gathering, and it even has its own website at http://www.cgdg.org/. Go ahead. Check it out. It’s pretty snazzy!

But this meetup isn’t just a meetup anymore! It’s a panel of indies talking to budding game developers about how they got started, what they do on their projects, and what lessons to take away from it all.

Oh, and somehow I am on the panel, along with Mike Boeh of Retro64 and Shawn Recinto. The event will be moderated by DePaul University’s Joe Linhoff.

When:
Wednesday, March 26th 2008 from 6-8pm
Where:
924 at DePaul University’s CTI, 243 South Wabash Ave

Registration Ends Monday, March 17th 2008

The agenda on the website gives an overview of the topics we’ll be discussing but I have a feeling that Q&A time is going to be more interesting. Want to attend? Be sure to register soon!

[tags]indie, video games, business[/tags]

Categories
Game Design Game Development Games Marketing/Business

Music, Video Games, and the Supposed Problem of Piracy

I was thinking about writing about marketing and so I naturally wanted to look at what Seth Godin was saying. Well, Jay beat me to it and wrote about the future of the music business, which links to the PDF transcript of the music industry talk that Seth Godin did recently. You should go read it as it is a good talk, and it won’t take you very long, but I’ll summarize a few points:

Godin talked about how the music industry was perfect in the past. Technology, society, marketing: they all came together to create a perfect storm.

But things have changed. Music is digital now, and digital means that copying is easy and cheap. Music is no longer the primary form of entertainment for many people. Control no longer rests in the hands of a few major players, and people can go anywhere for music.

To continue to try to keep to the old business model is silly. People can get their music anywhere, they have varied tastes, and they aren’t happy with a few choices. They don’t want what they merely like. They want what they love. Sending out blast messages in the hopes that people take notice and buy your product isn’t going to cut it anymore. Adding DRM to make digital act like analog is the opposite of adding value. Suing your fans? Yeah, that’s exactly what you thought about when you were thinking about becoming a rock star. That’s how you know you made it. That’s sarcasm, by the way.

The market has changed, and if the industry wants to play, they have to play by new rules. At this point, Godin talked about everything he has ever talked about: permission marketing, turning the funnel over, giving people stories they want, etc.

Jay notes that the music industry is similar enough to the video game industry that such discussion is important. Times are changing for video games as well:

I believe that in a lot of ways, the PC gaming scene isn’t “dying” so much as it is “evolving.” Due to proprietary technology, the consoles have a little bit more grace period left in them before their business model goes the way of the dinosaur. The PC hasn’t had that luxury, and in many ways it has been blazing the painful trail. But the music biz has been even further in the front, and there are a lot of lessons we can learn from watching that particular industry getting its butt kicked a few times.

Piracy

And both industries have claimed that the ease of copying will be their respective ruin.

GameProducer.net has written recently about piracy in Brazil, something that was covered in The Escapist’s Console Clones article back in 2005. StampOutPiracy.com is a site that claims to have been formed to help crack down on the video game piracy out there. Gamasutra had an article on Reflexive’s piracy stats, and GameSetWatch posted a follow-up, which claimed that 92% of the people playing the full version were not paying customers. Ouch.

And of course, Cliffski’s been fuming about non-paying customers who have the audacity to make support requests!

For some reason, it seems as if the World Wide Web just blew up in discussing piracy and its effect on the video game industry. Was it a major talk or round table at GDC?

In any case, everyone is talking about it, and it seems that the use of the term “piracy” in the place of copyright infringement isn’t going to go away any time soon, but that’s just a pet peeve of mine that isn’t important to this post.

What about solutions? If people are making illegal copies of games rather than paying for them, what’s an industry to do? Well, this part is familiar to those of you paying attention to the music industry. The video game industry has tried to make reality change to how things used to be, and Reflexive’s DRM stats might indicate otherwise, but I believe that fighting against reality is folly.

Reality-based Business Models

The reality of the digital world is that it is a lot easier to copy things than it is to prevent them from being copied. If you insist on trying to keep to the old business models, you’ll fight a losing battle. Before networking infrastructure made mass distribution easy, you could sell physical copies of games and expect that illegal copies won’t go far. Trying to clamp down digital distribution through the use of DRM, CD keys, and requiring online access to play an offline game are just ways to give your customers excuses to not be your customers anymore. So far, people have accepted it, and a lot of them will claim that “if it wasn’t for the pirates” they wouldn’t have to deal with it. Fair enough, but if piracy is still such a problem in spite of these measures, then you are getting inconvenienced and frustrated by methods that don’t actually do anything but inconvenience and annoy paying customers like yourself. You’re paying for the privilege of being treated as a criminal, while the real criminals get to enjoy the game they didn’t pay for all the more.

And yet more and more infrastructure is being put in place to make your computer less and less useful so that the people who write the software can pretend that they’re preventing “the few bad apples” from spoiling things for everyone else.

Perhaps the idea of selling an individual game as you would a toaster is past its prime? This argument isn’t the same as saying “People don’t like to pay for things, so let them have it for free!” If you look at the link to Cliffski’s blog above, I think it is clear that a lot of people just don’t see making a copy of a game as wrong. Why isn’t it more obvious?

Well, copying files is what you DO in this brave new world called the World Wide Web. Giving someone your copy of a book and sending a copy of your audiobook aren’t seen as two separate actions governed by different aspects of copyright law. Similarly with lending someone a vinyl record or giving someone a cheap copy of a music CD. After all, you’re simply sharing with a friend! When Microsoft or Lars Ulrich come knocking on your door with either BSA or RIAA lawyers and accuse you of piracy, well all you’ve learned is that you need to make such sharing more private. It isn’t as if you are doing anything wrong! And copyright enforcement is now tougher because so many people see copyright as a confusing mass of laws that only large companies use to make money.

So what are the options? You could fund public service announcements to warn people not to copy that floppy, and try to get them to first understand and then obey the convoluted mess that is copyright law, and make them afraid to be your customer.

Or you could start looking into different business models, models that accept the customer’s ability to make infinite copies as a fact of life. Making copies and sharing them with friends is what they want to do, so why not capitalize on it? And no, I’m not telling you that all games of the future must be MMOs or require a subscription to play. No, I’m not suggesting that all games get supported by ads. I don’t have to be the creative one that tells you what new business models you can implement, but I can say that both the music and video game industries could stand to reinvent themselves as Godin suggests.

You can look at people willingly copying your games as a problem that causes lost sales from your old business model, or you could look at it as an opportunity for your new business model.

IS PC Piracy Really the Problem? is a fascinating run through of all of the other reasons why PC games aren’t selling as well as people might like. Reasons like increased competition from other sources of entertainment, higher prices than may be justified, and hardware requirements that actually match what most people have.

New Attempts

A friend of mine informed me that Trent Reznor has been experimenting with a different business model. Actually, my friend informed me that Reznor had accounts on The Pirate Bay and similar notorious sites, and I was curious about the reasons why a musician would support the very thing that the music industry claims is ruining it.

Well, Reznor believes that the music industry is ruining itself, specifically by exploiting their customers. When asked why a Nine Inch Nails album was selling for an obscene amount of money in Australia, a suit informed him that his fans would be willing to pay any amount. “As a reward for being a ‘true fan’, you get ripped-off.” So he followed Radiohead’s lead and set out to distribute an album without the backing of a major label.

Reznor teamed up with his friend Saul Williams and released such an album: The Inevitable Rise and Liberation of NiggyTardust. You could download the music for free, but you had the option to pay $5 to receive a higher quality download. Fewer than 1 in 5 people paid, and Reznor was shocked. You can read about his view on the lack of success of this album in Trent Reznor: Why won’t people pay $5?

You can also read Saul Williams’ take on it in Unlike Trent Reznor, Saul Williams isn’t disheartened. Williams sees an 18% conversion rate as a good thing.

I think Trent’s disappointment probably stems from being in the music business for over 20 years and remembering a time that was very different, when sales reflected something different, when there was no such thing as downloads. Trent is from another school. Even acts that prospered in the ’90s, you look at people like the Fugees or Lauren Hill selling 18 million copies. That sort of thing is unheard of today. But Trent comes from that world. So I think his disappointed stems from being heavily invested in the past. For modern times, for modern numbers we’re looking great, especially for being just two months into a project.

Anyone else remember reading about “disheartening” sales figures from people who think that a 1% conversion rate for a video game was a sign of doom? People on the Indie Gamer forums were scrambling to tell the hapless newbie that 1% was a decent conversion rate. Seemingly low conversion rates are the norm when the business model is similar to mail order catalogs. Reznor seems to have accepted such expectations since Nine Inch Nails has released Ghosts: I-IV online, this time with a multi-tiered sales model. There is still free content available, but the more you pay, the more you get. There are only 9 free tracks this time around, and $5 gives you access to all of the tracks. There are a few other options as you go up in price, and there is even a $300 option for the Ulta-Deluxe Limited Edition Package!

Currently the website has this notice in red text:

We are experiencing an extremely high volume of traffic and orders right now…

The emphasis is mine. When I clicked to download the free tracks, I found that the download site was down.

While the site is down, you can still purchase the complete Ghosts I-IV here from Amazon’s MP3 store for only $5. The MP3s are high quality and DRM-free. You can also order the deluxe and limited edition packages from Artist in Residence.

If you’re familiar with BitTorrent, you can download Ghosts I, the first of the four volumes, for free, from our official upload at The Pirate Bay.

Emphasis also mine. Note how NIN is actually USING a website that has a lot of venom thrown at it from the music and software industries. Reznor isn’t crying foul and complaining about how unfair piracy is. He’s just making use of the channels people already use.

It’s heartening to see Reznor experimenting with different business models, even if the first attempt wasn’t as successful as he had hoped.

Video Games and You

I’d like to hear similar stories in the video game industry. I already anticipate that people will read this post (or maybe only part of it, as it is quite long) and get upset at the idea that piracy is ok. I’m not saying that copyright infringement is great. I’m just saying that if the reality of the marketplace is that it is easier to copy than it is to prevent copying, then why insist that those who copy are criminals? Why not change your business model and make them customers? Why not get mad about the people who won’t copy and spread your game to a larger audience? With so much competition out there, can you afford to succeed in preventing copies? Maybe in the short term, but in the long term, you’re actively slowing the spread of your game.

Snood was a cheap-looking Puzzle Bobble/Bust a Move clone that took the college world by storm. Do you believe that better copy protection would have allowed it to proliferate throughout college dorms and become the 9th most played video game in 2001?

But what can you do to spread your game if you insist on locking it down? And if you insist on locking it down, can you complain about the lack of sales and the increase in the amount of piracy?

[tags]marketing, business, music, video games [/tags]

Categories
Game Development Linux Game Development Personal Development

Thousander Club Update: March 3rd

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 13 (current year) = 422.25 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

Killer Kittens from Katis Minor now has a credits screen. I know I said that all I needed was a credits screen and a license for the game data, but I just realized that I still have placeholder graphics that haven’t been updated. Specifically the main background and the player’s ship. You know, the things you see throughout the game! I want to release this game and get some feedback, but I already know from experience that I will get a lot of comments about how crappy the graphics are. I’d like to fix these problems before release. Besides, if the art isn’t a bit better, there isn’t much of a point of having a decent license for its use.

Ideally I could have just grabbed some free sprites from somewhere. I know decent quality free sprites have to be available on the World Wide Web, but all of the websites that I have been able to find that offer free sprites aren’t offering anything that I could use in my game. They either don’t work with my theme or they put me at risk for copyright infringement. I really don’t want Sega or Nintendo coming after me, so no, I don’t think I will use some of the billions of Sonic and Mario sprites out there. I knew about The Linux Game Tome’s Game Development forum and the Repository for Free Game Content sticky post, and I know GameDev.net has a similar thread called Sprites, sprites, and more sprites!. Both seem to point to websites with copy infringement problems or art that isn’t appropriate for my theme. I searched for some time, but I think it will be less of a hassle to create some better programmer art instead.

And so Version 1.0 is even closer to reality, and I plan on taking some time off at the day job soon so I should be able to throw a lot more time into finishing this game. I also hope that I can release it and quickly move on to prototyping a new game during this period. I think that creating a second game in a matter of days after releasing this first one would be a fun challenge.

[tags]game design, productivity, personal development, video game development, indie[/tags]