Categories
General

The GBGames’ Blog Year in Review

It’s the one year anniversary of my blog! Since January 27th, 2005, I’ve made over 250 posts on topics as varied as game development, game design, general geekery, health and fitness, marketing, politics, and books. There have been over 200 almost 300 comments on my blog, and I’ve gone from 50 accidental hits a day (people leaving within milliseconds) to somewhere between 450 and 600 hits per day depending on which web stats package I use. w00t!!

Here are a few of the posts that I think were significant:

January 29th, 2005: I wrote My Ability to Create in which I wrote about…well apparently Steve Pavlina if you didn’t get past the first few paragraphs. I think I’ve improved my writing and blog posts since then. You know what the heck I am writing about by the time you hit paragraph two at the latest. B-) Anyway, I also talk about how, objectively speaking, I did not have the skills to create a product. I couldn’t really prototype, let alone make something to sell.

I noticed at the time that a big part of the problem was that I was expecting to improve my skills by squeezing time in between all of the other aspects of my life. I was going to grad school AND working full-time. I was making plenty of time to be with friends, and dropping other tasks to do so easily. I was driving to a train station in Chicago and then taking a train downtown in order to get to work, which meant that I was commuting 10-20 hours a week!

I have since been taking a train that has a stop near my house. It’s a little more expensive, but being able to get to work on a train that I am almost always guaranteed a seat on is great. I read books, articles, and otherwise make good use of my commute. It’s also quicker. I get to work within 30-45 minutes. Getting to leave my house later and getting home earlier really frees up a lot of my time. Money well spent.

I also stopped going to graduate school. My thinking was, “I already have a degree. I don’t have professional experience in software development, so what good would it be to spend another couple of years getting another piece of paper that says I went to school?” Not having to worry about classes, homework, and exams, especially for topics that have no direct relation to my game development, has been great.

Now I dedicate certain nights to coding and development. Those are MY nights, and I will only occasionally allow some other event to interfere, such as an IGDA or Chicago Indie Game Developer Club meeting. I’m not always great about making optimal use of my time, but it is definitely better than hoping I can squeeze some time in.

Looking back, I’m very happy with the decision to stop going to grad school. I’m also happy with the amount of time I freed up with the other decisions I made. Now, I just need to be more vigilant about guarding that time. For a good example, part of this blog post was written on a development day, which shows I need to set a goal to be more efficient with my development time. B-)

January 30th, 2005: How I Want to Make Games just pointed out that I wanted to make games available for Gnu/Linux. Some people think I want to do so exclusively, but I also understand that I’ll need to make games available for Windows and Mac OS X. My main point, and I still maintain this point, is that I don’t want to ever release a game that isn’t also available for Gnu/Linux. I never want to release a Gnu/Linux port months or years after the Windows release either.

March 21st, 2005: Learning Kyra was the first part of a series of blog posts in which I write about the Kyra Sprite Engine, a cross-platform library for handling 2D images in games. I found that writing about the experience was good for helping me to clarify my own knowledge, and I hope it has been helpful to anyone else who is trying to learn about Kyra. I’ve learned a lot since this first post. For instance:

#include “SDL.h”

All well and good, but why not use the system include instead of a local one? If you know, please let me know why the first way would be preferable.

Since then, I was informed that “SDL.h” is used instead of <SDL.h> because it is what the libSDL documentation and examples use. It is more cross-platform friendly. I’ve also learned that my concept of system includes vs local includes was muddy at best. You link SDL using the compiler. It is sort of like having the libraries brought to the compiler. I was under the assumption that if you were using system libraries, they would never use quotes since those were for local files such as your own code.

It’s little experiences like this that show that I’ve improved as a programmer, if only marginally.

April 15th, 2005: The Courage to Take a Seat is about the importance of courage in business and in life. If you don’t play, you’ll be forced to stand on the side and watch as other people play instead.

May 23rd, 2005: Out of Touch with Games was about the idea that novelists can’t write great novels until they read lots of novels, good and bad. Maybe it was written around the time I read Stephen King’s On Writing? Anyway, game developers can’t expect to make great games if they work in a vacuum. They need to play great games. They need to play bad games. But they need to play games. A lot of developers will be asked “What games are you playing these days?” and the answer will almost always be, “I don’t have time to play games.”

I can’t say that I’ve made too much headway in this regard. I still rarely play games, although being a staff reviewer at Game Tunnel has helped by providing me with eight to 12 indie games a year. I schedule time to play those games, but I feel guilty scheduling time to play other games when I could use that time to make my own. But let me never say, “I don’t have time to play games” since it is more accurate that I haven’t dedicated the temporal resources to them. B-)

June 10th, 2005: June’s Game in a Day Theme: Fusion was the first of a number of updates of my progress from Game in a Day. My project wasn’t exactly a big success. It wasn’t anything like I wanted it to be. TomB was right when he said I would spend too much of my time buildig infrastructure instead of a game. I had eight hours left before I finally had ANY kind of gameplay.

It was surprisingly fun for what it was, but the main thing was that I did it and survived. I need to participate in a few more of those this coming year. Heck, I even get my name up in lights!

July 27th, 2005: Simple Game Project for August: Oracle’s Eye was a description of a game project that was supposed to be simple enough to be completed within one month. I finally got it to a playable state at the end of November, and spent December tweaking it as I could. I learned a bit about project management, but not nearly enough! I decided to keep working on it even after “completing” it. The first 90% was complete. I just had to work on the remaining 90%.

I also enjoyed all of the feedback I was getting from a number of game developers. People were quick to give me encouragement and one was apparently bored enough to spend the time porting it to Windows. B-) I’d like to say thank you to everyone who has been so supportive of this game. If I ever code it so that credits appear, I’ll be sure to add your names.

August 7th, 2005: Secret to Getting Results wasn’t exactly a huge or popular post, but it seemed important enough to mention here. I found that the link to the referenced article was broken, but it is fixed now.

August 22nd, 2005: In Incorporating GBGames, I realized that I couldn’t just keeping thinking about forming a company. I had to actually DO it at some point. That realization made a huge difference in my thinking and, as a result, my actions. I have since decided to go with an LLC instead of an S-Corp, but it doesn’t change the fact that I am now much more dedicated to starting this business.

August 27th, 2005: I’ll Look for Anthony Salter’s Name links to an inspiring article about taking action towards your goals.

September 21st, 2005: Report: Grand Rapids Schmooze 2005 documents my contact with a number of people from the ASP over the course of a weekend. It was definitely one of the best trips I had ever taken.

September 22nd, 2005: Returning from Grand Rapids, I learned about the The Death of John “overcode” Hall on September 17th. I basically wrote about how surprising it was that John was only a year older than I was and had accomplished so much. It really made me think about what I was doing with my life.

October 14th, 2005: IGF 2007 declared my intent to enter the Independent Games Festival for 2007. I felt a bit discouraged by the lateness of Oracle’s Eye, but I decided that I might as well aim for a big target. I got quite a few supportive comments here, too.

November 20th, 2005: On this day I announced the “completion” of Oracle’s Eye.

November 22nd, 2005: On this day, I announced the continuation of Oracle’s Eye. I’ll finish it.

November 30th, 2005: Action vs Waiting, Practice vs Talent was concerned with the idea that experts become experts through practice, no matter what the subject matter. By doing something more, you learn more. Experts do 10,000 hours worth of more than non-experts, but even dedicating 10 hours to mastering a topic can only help you.

December 2nd, 2005: Somewhat Interesting Game Idea: A Buggy Game was just a fun exercise in creativity, but a number of people responded with comments and concerns. I plan on posting other Somewhat Interesting Game Ideas in the future.

December 20th, 2005: Forming an LLC in Illinois documents what I had learned about forming an LLC. I figured that putting it up would be useful to others, and it inspired a similar post for Wisconsin.

January 4th, 2006: The First Law of Motion discussed the idea that until I take action, I won’t change my course in life. At the same time, once I take action, it will probably be very easy to continue to take similar actions.

January 9th, 2006: The Thousander Club follows along the same lines as the November 30th post on the importance of practice. 1,000 hours in a year is aggressive for part-time practice, but by accomplishing it, you would have no choice but to improve. Even if you don’t do 1,000 hours, you should show some definite increase in knowledge.

I’ve made many observations about game development, some that seemed to be insightful, some that betrayed my lack of experience, but looking back, I see that I’ve definitely grown in this aspect of my life. In fact, I can look back and generally say that I’ve improved in a number of a different areas. That’s not to say that I don’t have a long way to go.

Here’s to a second year!

Categories
Game Development General

Rescheduled: January Chicago Indie Game Developer Meeting

Since a number of people couldn’t make it to the meeting this past Tuesday, including myself, I’ve rescheduled it:

Where: The Starbucks at
Streets of Woodfield
601 North Martingale Road
Schaumburg IL, 60173

When: Monday, January 30th, at 7PM.

Same place, same time, just a different date.

Next month’s meeting will be in Chicago, but we can discuss where and when at the meeting and on the Indiegamer forums or the Chicago IGDA forums. Hope to see you there!

Categories
Geek / Technical General

Blonde Joke Getting Out of Hand

Thomas Warfield has posted about the best blonde joke ever. It’s a good one so I thought I would post it here.

It’s also got the geek in me thinking. Who came up with it?

Categories
Geek / Technical General

Back on the ‘Net

I finally got Internet access at my new apartment, so I am back in business! Check out the results of a quick speed test at DSL Reports:

w00t!! For the past week I’ve been finding indie games while I was at work, but now I can download them. Last night, I downloaded a bunch at once, and they were all on my hard drive within moments.

me.setEmotion( EMOTION_HAPPY );

Categories
General

Packing for Move

I’ve been doing some packing for the move to the new apartment. Among the things I’ll be bringing:

  • Atari 2600 + games
  • NES + games
  • SNES + games
  • N64 + games
  • Gamecube + games
  • Gameboy + games
  • Computers + games

Oh, and some clothes and books. And a toothbrush. I think I’m ready.

I haven’t determined what ISPs are available yet, so I will be offline for some time. Heck, I don’t know if I’ll even have a desk for my computer usage! If your comment has been approved in the past, it will automatically be approved. Otherwise, your comment will have to wait until I get a chance to approve it. Hey, you should have posted sooner.

Also, I should really get a PS2. Nintendo is great and all, but I’ve been missing out on some great gaming. Dreamcasts are still cheap, right?

Categories
Games General

Happy Winter-een-mas!

I was catching up on my webcomics since I’ve been away, and I read that we’re already in the middle of the Winter-een-mas season! Just like Christmas, it has snuck up on me when I wasn’t looking.

From the FAQ:

What is Winter-een-mas?

Winter-een-mas is a holiday of sorts. More specifically, it is a celebration of video games and the people that play them. Video games allow us to do things, go places, see stuff, that we couldn’t do in real life. They can be an escape from reality, a release after a long day, a fun activity with friends, or just an enjoyable way to pass time. They give us a lot of entertainment. So why shouldn’t they be celebrated?

WEMas takes place during the last week of January. I think a LAN party is in order…

Categories
General

Cleanup, Recovery, and Preparation

I had Monday off because I work for a company involved in the financial markets, which were closed. I slept in way too late.

I spent the rest of the day recovering from vacation. Being out of town for a week resulted in a lot of email, snail mail, and other paperwork to pile up. I spent a couple of hours just going through my inbox and shredding junk or sensitive information. I have a few magazines to read now as well as some calls to make.

Sometime between New Year’s Eve and Monday, the power went out in my basement, resulting in a computer that wouldn’t boot properly. I had to do the equivalent of scandisk on it about five times before it would finally boot cleanly. I also upgraded a number of packages I had installed. My machine is ready for the new year. Hopefully.

I also cleaned my room a bit. I had books and papers on nightstands and chairs. I finally read something I had printed out in October!

At the end of the week, I’ll be moving out into a new apartment. I’ll probably end up recovering and preparing again at that time, only I won’t have the benefits of Internet access yet. I’ve been without net access before, and it is amazing how painfully boring your computer can be on its own.

It’s going to be an interesting year.

Categories
General

Merry Christmas!

I’d like to wish everyone a merry Christmas! I’m also going to say “Happy Holidays!” because there just so happens to be other holidays around this time of the year and not everyone celebrates Christmas. I’ll assume most people will be smart enough not to get offended and won’t assume that I’m “attacking” Christmas…

…although it could be a great video game!

Kris Kringle is Santa Claus in Assault on Christmas! Armed with candy cane missile launchers and ornament grenades, he’s not going to sit idly by while Christmas is attacked. Includes 40 more levels and 23 more enemies than that other Christmas-themed game from that other company.

Pulse-pounding, Christmas-filled, politically-charged fun! B-)

Categories
General

Coincidence? Way Too Weird

This past weekend was a bit scary. Every so often, someone would say something that would be related to a topic that is on my mind. The television news made a reference to a study on psychology that directly related to a game design article I had just read. Someone at a Christmas party told me a lot more about health in terms of agriculture than I had known, and it was interesting to me mainly because I was thinking about personal health issues related to agriculture the day before.

I spent the past week looking up as much information as I could on forming an LLC for GBGames. It was starting to frustrate me that there seemed to be an overwhelming amount of legal knowledge required, which was discouraging, and the other day I discover that Steve Pavlina has a new podcast called Kick-start Your Own Business. Today I find that MicroISV has a link to A Guide to Starting Your Business. Discouragement no more.

I’m moving into a new apartment and will have a dedicated room for working on my business. It’s been a struggle to find information, and now things are popping out all over. I think it is happening way too often to be a series of random coincidences. Steve Pavlina says they could be synchronicities and that they can be a trail to follow. If that’s the case, then I am apparently on the right track with my life in general and my business in particular.

Categories
Games General

Interview with PopCap’s James Gwertzman

Gamasutra published an interview with James Gwetzman, PopCap’s Director of Business Development.

It goes through a few different topics, such as the history of the company and the amount of growth it experienced, but I think the most interesting part was the overview of the development process:

“Our path of development is extremely prototype-heavy,” said Gwertzman. “We’ll make half a dozen prototypes, and pick just one of those to be a hit casual game. And once we develop that one, it’s a very iterative process. It’s a sandbox model. We try different things out, and find out what’s fun. Only when we find out that the core mechanic is fun do we worry about the art, content, and all the other little details.”

“We really obsess over the core game mechanics. In a game like Bejeweled, hardcore developers look at that and might think it’s kind of…it’s very easy to kind of dismiss it, but we literally spent weeks on just the right way for the gems to fall when you make a match. In a game like that, it’s little details like that. How does it feel? Getting those little details right is what we prioritize. So when we’re designing a new game, we’ll spend months and months prototyping core mechanics.”

Casual games are perceived to be simple to create. People still talk about how Tetris could have been made in a day and made someone very rich. They slap their foreheads at missing the opportunity, but I think it is very easy to look back on games like Pac-man and Bejeweled and decide that they were incredibly simple to create.

What’s forgotten is that a game like Pac-man still took months to create the first time. The developers cut features, agonized over details, and tweaked until it was finished. You could implement a clone within a few weeks, but I’m sure that the same team could throw away what they made, start from scratch, and come up with the same game in a much quicker time frame, too.

The idea that it takes a lot of effort to make high-quality casual games might be surprising to a lot of people, but how often does a great game get made accidently?