Categories
Game Design Game Development Games Linux Game Development Marketing/Business

Chicago Game Developer Gathering Pictures and Recap Are Up

The Chicago Game Developer Gathering has posted pictures and a recap of the event. There is also a new web forum.

UPDATE 4/1/2008
The forum, pictures and recap are live! We are wrapping up some editing of the video footage and will be posting that soon as well.

The forums already have a few threads in them, including links to games people want feedback on, info on how to start your own business, and a notice about a LAN party coming up.

Check all of it out at Chicago Game Developer Gathering website.

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

Categories
Game Development Linux Game Development Personal Development

Thousander Club Update: March 31st

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 37 (current year) = 446.25 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

I tend to hear a lot of excuses for why people won’t develop games for a Linux-based platform. There’s too many different distributions, and it would be a nightmare to support them all. Why would I go through the herculean effort to port a game for such a small market? Linux users don’t pay for software.

To answer the last two questions, read Why Aren’t There More Linux Using Gamers?. To summarize: they exist. They just need more games.

So if the porting effort is worth it, the big issue is supporting all of the different distributions. If we take a look at DistroWatch.com, you’ll see over 300 different names for distributions! Even a major publisher wouldn’t have the resources to test their games against each one, especially when you take into account the different hardware combinations running all of them! It’s enough to make people thankful that there are only 5 different versions of Windows Vista!

The truth is, though, that each of those distributions is just a name for the same OS in different configurations. And you don’t really need to make sure that your game runs on Debian, Mint, Ubuntu, Kubuntu, Xubuntu, Fluxbuntu, Mythbuntu, and Edubuntu. You don’t need to worry about the differences between Fedora and Mandriva. You don’t need to worry about someone rolling their own. If you really want to worry about the differences between distributions, then focus on the types of distributions, such as dpkg/apt-based distros versus RPM-based distros.

If you think about it, if you are making your game for Windows, you’re not concerned about WindowsCE usually. No one freaks out that they won’t be able to support it. They just don’t. For some reason when it comes to porting to Linux, all of a sudden they are including distributions that are meant to run routers or embedded devices when they complain about supporting too many distros. It’s silly.

In my own experience with my current beta testing of Killer Kittens from Katis Minor, I’m finding that most of the problems with making sure my game runs on everyone’s systems are bugs. Not their bugs. My game’s bugs. My game had a dependency on a library on MY system when it should either provide that dependency or not depend on it at all. My game assumed that the dimensions of the screen would be large enough to support it in windowed mode when some people had desktops with the same resolution or smaller.

These kinds of problems aren’t unique to GNU/Linux, either. Windows games that run at 1024×768 won’t look right on systems with a max resolution desktop of 1024×768 unless the game supports fullscreen mode. How many times have you seen someone pass around a work in progress game only to find that it won’t run because it wasn’t able to find MSCVC2005.DLL or some other DLL?

That isn’t to say that developing for Linux-based platforms doesn’t have its own unique challenges. But then, so does the Mac, and people have no problem porting their games there. After all, Mac users pay for software.

But we already pointed out that Linux users do, too.

I’m not saying that making your game portable across three systems is easy, but if you can already acknowledge that making it portable between Windows and Mac is worth the effort, how much more effort can it be to make it work on a third platform? It seems to me that it isn’t that much harder to make a game portable between all three systems, especially from the beginning. So why not?

In any case, I’m getting plenty of feedback from the beta testers. Some of them are using Debian and Ubuntu. Some are using 64-bit versions of these systems. Some are using Slackware. Some are using Red Hat. One person built his own distro. When I find out that my game doesn’t run on one of their systems, I just fix the bug. I’m trying to make this game so that it Just Works, and I’m not going to whine about how hard it is to do it. Whining isn’t very productive. I’ll reap the rewards for my efforts. Whiners will just have a significant number of people who can’t play their games.

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

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 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 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
Games Linux Game Development

Gravitation as an Artistic Game

If you haven’t played Jason Rohrer’s games, do it now. They are available for Windows, Mac OS X, and GNU/Linux, so unless you use something more exotic, there is no excuse for you not to.

  • Passage
  • Gravitation: “a video game about mania, melancholia, and the creative process”

I played Passage and found the concept to be quite ingenious. Rohrer explained what he was trying to do with Passage, but you should really play the game before reading that explanation. This game got high praise when it was compared to Portal at Grand Text Auto: “Portal is neat, and its design accomplishments and high polish are real. It just isn’t the true heartbreaker of this pair of games. And, of the two, it also isn’t the game I wished I had developed.” You can read that article for spoilers for either game.

I would suggest you play the games a few times for yourself. Passage takes five minutes, and Gravitation takes about eight.

*** The rest of this post will contain spoilers for Gravitation, so if you haven’t played it yet, please do so. ***

I want to concentrate on Gravitation. While the first game was straightforward in that it is a game about going through life and dealing with the choices you make and didn’t make, Gravitation was a bit more subtle. In fact, Rohrer hasn’t outright said what it is about.

I’m not going to provide an in-depth explanation for Gravitation. I’m hoping that most people will understand it as it stands. However, it involves more complex game mechanics than Passage, and it is trying to express something much more subtle. … Gravitation explores how a particular corner of my life feels, as only a game can.

And so here is my interpretation of the game: it’s about a creative person’s mood, specifically about switching between enthusiastic focus on creation and depression, about choosing to work on one project while leaving other projects to wait, and wondering if you’ve wasted your time.

To that end, the mechanics are brilliant. You can jump, and you can move left and right. Standard platforming fare, but there is also a resizing frame around your character that limits and expands your view. If you don’t do anything, that box will expand on its own. As it expands, the world becomes brighter and you see more of it. The music will change, adding more layers as more of the world is visible. You can jump higher and move faster. The viewable landscape will also shrink after a time, and as it does, the world becomes colder, the music becomes quieter and simpler, and your movement slows. Your child has a red rubber ball that he (yes, Mez is Rohrer’s son) can toss to you, and you can toss it back. The world above has projects (the stars) that you can obtain if you go after them, but then you have to return to the ground level and push them into the kiln to add them to your score. The more projects you try to push at once, however, the slower you can push them, and if any projects are on top of others, they need to be pushed first. There is a timer counting down, and when it hits 0, the game is over.

What’s amazing is that no matter what you do, these mechanics and entities all work together to let you take away a different part of Rohrer’s message each time you play.

The first things you’ll see are the kiln with the fire. As your view grows, you’ll notice your son to the left, and if you’re close enough, he’ll throw the ball to you. Each successful return of the ball increases your view faster, and eventually you’ll see the mania signified by the fire on your head. Gravity has less pull on you as your mania increases, so you can jump higher.

And so you might be inclined to do so. Jump through the hole in the ceiling, and you’ll discover a maze populated with stars/projects. Touch one, and it will fall to the bottom level, and you’ll be fired up, allowing you to continue jumping higher for a limited time.

Of course, all of those projects need to be attended to. As many as you can grab on your way up, your mania will die down, and you need to settle into work. Push those projects into the kiln. If you happen to enter into mania while doing so, however, you’ll find that projects become easier to push. It can take awhile, and your son is always there wanting to play with you.

This part is interesting. You can try to balance work and life, but you’ll likely do a poor job of either. If you work on the projects and ignore your son, you’ll get things done, but at what cost? If you exclusively focus on your son, he never leaves, but then your creative passion will burn while you miss out on opportunities. You can try to grab all the projects early on, but then when you come back to work on them, they might be stacked too high for you to get started. In fact, just getting those projects might result in depression trapping you in a well, and it isn’t until you mood lifts enough that you can leave and get to work.

Rohrer claims that every interaction is planned, and while I don’t know if there isn’t an unplanned emergent interaction, I noticed that many of the situations can be interpreted to mean something. The mechanics of playing ball with Mez have a functional purpose: you can get recharged, quickly moving out of depression to get back to mania. You might think that you can charge up, grab projects, come back, push them in the kiln, and play ball to do it all over again. And you can…for the first few minutes. Towards the end of the game, you’ll find the ball has been left behind. Mez is gone.

If you’ve ever been told by a loved one that you have taken him or her for granted, that you’ve focused too much on work and not enough on your family, then I’m sure you can understand the impact of learning that you’ve wrongly assumed someone will be there forever. “Cat’s in the Cradle” might tell the story in song form, but playing this game and experiencing that moment when you see nothing but the ball? I don’t think the impact would be nearly as deep if you watched the event unfold in a film.

Again, you could focus on Mez the entire time, but you can’t help but notice the rest of the world. It can be exciting to find ideas and projects, but you need to act on them if you are going to do anything productive! The game mimics the battle between talking about something and doing something, and it does so very well. When you’re depressed, you can’t focus on anything, and you’ll just have to pass the time until your mood changes.

What I find interesting is that working on your projects doesn’t get you out of depression faster than simply standing around. Rohrer has said that he has not actually experienced depression, and I haven’t either, but if you look at this difference between mania and depression as the difference between focused energy and being drained, then I would think that working on your projects should get you focused. Then again, if you are spending your time on the wrong priorities, I can see how they would be draining. Either way, working on the projects, pushing them into the kiln, simply results in increased productivity as evidenced by the score at the top. Your mood changes at the same rate as it would if you weren’t pushing those projects to the kiln, and I wonder why.

The projects do lose value the longer you wait to work on them, though. You can’t leave them forever, even if Mez insists on playing. Or you could, but then they’re just idle projects that you never finish.

You could also ignore Mez entirely. You could ignore your depression and your waiting projects, getting higher and higher in the maze, just trying to reach the end. The end of the level is interesting because after trying so hard to get there, you find nothing. No big payoff. No reward. You’re just alone with your thoughts, depressed or not.

If you manage to head back to the beginning, you may be surprised to find that the projects you’ve been using as excuses to search for more inspiration are so overwhelming that you can’t even start working on them because they block your way. As fun as it might be to make plans, you have to actually implement them sometime.

You can see Mez get frustrated when the ball isn’t returned. You’ll get annoyed when the projects are piled too high for you to get to the left side of them to start pushing. The music fades out during the last minute of gameplay. I am sure that there are other subtle interactions, but none of them were accidental. All of them give you a peek into what it feels like to be in a corner of Rohrer’s life.

I believe that Gravitation, like Passage, should be included in any discussion of games as art. Rohrer captured what he was feeling and managed to craft it into a game so you could experience it yourself. Gravitation is his fourth game, and Rohrer has made two before Passage that I plan on playing as well. Cultivation, a game about gardeners dealing with conflict and mutual interests, especially sounds interesting. I hope to see even more artistic games in the future.

[tags]art, video games, health[/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]

Categories
Game Development Linux Game Development Personal Development

Thousander Club Update: July 16th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 141.25 (current year) = 403.5 / 1000
Game Ideas: 616 (previous year) + 60 (current year) = 676 / 1000

Ok, so there wasn’t as much productivity as I would have liked. I was using my laptop when I realized that I needed a newer version of a piece of software and so decided to upgrade. I had heard that upgrading to Ubuntu Edgy was fraught with peril and that Feisty was safe.

Yeah, apparently not. After the upgrade, I rebooted the machine, and at the Ubuntu splash, the progress bar didn’t move. After some time, I get the following:

Check root= bootarg cat /proc/cmdline
or missing modules, devices: cat /proc/modules ls /dev
ALERT! /dev/disk/by-uuid/38ede6ac-6b2f-44d7-a635-deab88ae9381 does not exist. Dropping to a shell!

I am thrown into Busybox, and then I have to depend on Google and bug reports to figure out why I am not looking at a new Feisty install.

I learned that instead of having nice device names such as /dev/sda5, I now have a unique UUID for each partition. It sounds cool because apparently IDE drives and SCSI drives won’t be handled separately. Unfortunately, my kernel doesn’t seem to know what the heck any of the devices are. I even tried using my older kernel, and I still had the same error.

Also unfortunately, I’ve been so busy that I haven’t had much time to troubleshoot the laptop, and I definitely didn’t have much time to work on Killer Kittens. The work I did do? It’s stuck on the laptop because I was a bone-head and didn’t think that checking in my changes would be needed before doing a major upgrade from one version of Ubuntu to another.

Oh, and it’s crunch at the day job. B-(