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
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
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 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.

Categories
Game Development Marketing/Business

New Gibbage Website Offers Cash to Indies

Announced in the Indiegamer forums, Gibbage is now sharing its money with indies.

For most, going ‘full-time’ indie is a mere pipedream. Without cash upfront, it’s difficult to be able to dedicate the amount of time and resources necessary to make something truly awesome. Frankly, this is a tragic loss for us gamers, because what these people can do with a couple of lines of code and a copy of Photoshop is nothing short of astounding.

From now on, every penny of profit this site gains will be plugged directly into funding future independent game projects. That doesn’t mean me hacking together some rubbish code while slurping on caviar you’ve kindly provided, that means hiring professional artists and coders to make interesting, high-quality, funny, funky and brilliant games for you to enjoy.

Basically, Dan Marshall is making enough money to survive that anything he gets from Gibbage will be given back to the indie community. If he sees a struggling indie doing cool things on a practically non-existent budget, he’ll contribute part of the earnings to that budget, which will presumably make the cool things even cooler.

It’s an interesting idea, and Dan, the mind behind the popular Gibbage game, is certainly taking a brave step with it. It seems to me that he has taken on the guise of an angel investor who is very aggressive about giving away his money. He explained a bit of his plans on IndieGamer.

Categories
Game Development Personal Development

Thousander Club Update: April 9th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 75.5 (current year) = 337.75 / 1000
Game Ideas: 616 (previous year) + 12 (current year) = 628 / 1000

It’s the tail end of crunch at the day job, and I was in Ohio recently. No real development updates this week, which is frustrating. It is definitely not what a game developer would do.

Categories
Game Development Personal Development

Thousander Club Update: April 2nd

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 75.5 (current year) = 337.75 / 1000
Game Ideas: 616 (previous year) + 12 (current year) = 628 / 1000

If you’re reading this, it is because I have been in Ohio for the past few days for a wedding and have not had a chance this weekend to update my blog. While I didn’t anticipate working on code during my trip, I might have been able to work on plans for my next project. The hours above might not be accurate, and if they aren’t, I’ll update them when I get a chance.

Before Friday, I was able to create and use multiple sound effects for my Space Invaders with Audacity. I’m pleased with my progress. It’s really starting to feel like a “real” game. B-)

Categories
Game Development Personal Development

WWAGDD?

Sometimes I find myself in an under-motivated mood, and I have to use motivational modifiers to get my motivation over the difficulty class for game development. Usually I just have to remind myself that there is a reason why I started my own business. The reminder that my business exists is sometimes enough of a bonus to my motivation checks to get me started, and then one of Newton’s Laws of Motion takes over. “Just 15 minutes of game development” can sometimes turn into three hours.

If the fact that I have a business isn’t enough, I post plenty of other reminders around me. My cell phone has a note that I see whenever I pick it up. My desktop wallpaper is an image of my current project with text reminding me to finish the game. If I had music for the game, I would probably try to find a way to get it to be my ringtone and laptop’s startup sound. I have inspirational quotes from motivational speakers, game developers, and historical figures printed out and taped to the wall next to my desk.

If your mind is constantly bombarded by certain ideas and images, you can’t help but think about them. Similarly, if you just let anything get into your thoughts by chance or accident, you won’t be focused. If you go to Wikipedia or YouTube and find that what seemed like five minutes of browsing has become five hours, you know what happened. You saw one thing, then saw another, and then another. Three hours of fascinating clicking later, and you realize that you have just wasted a lot of time, time that you could have spent doing something more important.

Like game development. I try to make my home into an environment in which I can’t help but think about game development. If game development is always in my mind, it is a lot easier to keep myself productive. If I ever catch myself about to make a choice between game development and something else, I ask myself, “Self, WWAGDD?”

What Would A Game Developer Do?

Would a game developer come home from a day job and watch television? Would a game developer feel much anxiety about sitting at the computer to work on a game? Would a game developer procrastinate on game development in favor of chatting online with friends or reading random articles online?

No. A game developer would BE a game developer.

Now, I’m not talking about developing games to the exclusion of family, friends, and hygiene. I just know that I don’t act like a game developer nearly as often as I should, and acting more like one would go a long way to getting games finished and ultimately selling. Why did I watch television after dinner instead of working in my office? Why did I hit my snooze button multiple times in a row instead of waking up and getting an early start on my day? Why did I check my AdSense earnings and blog comments 50 times in an hour?

Because I wasn’t making game development a big enough priority. Because I was allowing insignificant tasks to consume a lion’s share of my time. Because I wasn’t being a game developer. A game developer would spend most of his/her time developing games, and if I want to be serious about being a developer, I would do well to follow a game developer’s lead.

And since I don’t know too many developers personally, I just have to ask myself periodically, “What would a game developer do?” The question usually reminds me that I am a game developer, and as a game developer I should DO game development when I can. I can work on lower priority things another time. So far, I think it is working. I have worked about 10 hours a week for the past few weeks, which is relatively good compared to a few hours per week that I have historically been able to do. With those extra hours, I have been able to make great progress on my projects. The best part is that I still have much more improvement possible.

Oh, and having played Dungeons and Dragons in the past few months, I’ve found that rolling 20s for motivation is a lot easier. B-)

Categories
Game Development Marketing/Business

Mastering the Craft Registration Is Open

If you missed out on GDC (or not) and are involved in online game development, you might want to register for the Mastering the Craft Series. There is an amazing lineup of speakers, including Daniel James of Three Rings, famous for the online game Puzzle Pirates.

The program outline is heavy on infrastructure with seemingly little discussion about online game design.

Through four separate one-day conferences, the Mastering the Craft Series’ mission is to provide a focused venue to address very specific operational challenges in a spontaneous and engaging format.

Registration is $595, although rumor has it that there are discounts to be found…