Categories
Personal Development

Habitually Living on Purpose

Earlier this year, I realized I had once again forgotten to keep sight of my goals, and I finally did something about it.

Two years ago, after reading Life On Purpose: Six Passages to an Inspired Life, I came up with a purpose statement:

My Life on Purpose is a joyful life of freedom, continuous learning, encouraged and supported creativity, insatiable curiosity, and prolific creation, driven by passion and a desire for excellence, powered by a healthy body and soul.

The statement was supposed to help me identify what I wanted in my life and in the lives of other people, as opposed to coasting through my life in what the book refers to as my “Inherited Life Purpose.”

My Life on Purpose Statement

Now, by itself, it’s just a statement. I printed it out and had it framed, and it sits on my wall across from me so I can see it daily. But even then, just seeing it daily isn’t useful. I have to actively remind myself of it, while avoiding the danger of it becoming a memorized yet meaningless statement.

So, two years ago, I knew what I had to do. I had goals without action plans previously, and in 2010, I actually made things happen. I quit my job to start my business full-time. I found a new place to live. I found my life starting to match the shape I defined in that statement.

The trick is that you need to be continuously active about it. I wasn’t. Since that initial year, I got so caught up in my new routine that I once again stopped paying attention to my Life on Purpose statement. Or at least I wasn’t as consistent about it. When things weren’t working out for me, I doubled down instead of addressing problems. For instance, when Stop That Hero! went from being a one-month project into a chronically late project, I did the only thing I knew how to do: I just kept working. Persistence is great, but I needed to pick my head up occasionally to get an idea of where I was, and I never did.

This wasn’t prolific creation. It wasn’t a joyful life of freedom. And there’s only so many times you can say, “Well, I learned an important lesson with this experience” before it is clear that you haven’t really learned or else you wouldn’t be in the same situation.

Revisiting the Purpose Statement

So at the beginning of this year, I reread “Life on Purpose” as part of my effort to get myself back on track. I also reread my journal that I’ve been writing in since 2009. I found that I still liked my current Life on Purpose statement, and I was pleased to see that as down as I felt, I hadn’t fallen backwards like I suspected. I had improved from the person I was two years ago. I have much to be thankful for, and I wasn’t being conscious of those blessings.

Still, I felt that there was this gap between where I was and where I wanted to be in my life. And for years, I’ve identified where I’ve wanted to be but failed to take steps to get there consistently.

Some things are relatively easy, such as quitting a job. Maybe that sounds surprising, but the actual act is quite final. You can’t be wishy-washy about it. You can’t maybe quit. You just quit. You no longer have a job. It’s done. There’s very little risk of unconsciously falling back into your old job. You don’t wake up one morning with the realization that you’re working your old job.

Other things, like keeping physically fit, require more. You have to want to by physically fit, you have to have the discipline to follow through with what will make you physically fit, and you have to instill habits that keep you there. And this is continuous work. The habit makes it almost automatic and relatively easy, but until then, it’s continuously reminding yourself that you want to be physically fit.

Purpose, Discipline, and Habit

We all have habits, but a lot of them are not guided by purpose or vision. Consciously creating the habits you want is key to making sure your life is on purpose and going where you want to go, shaped how you want it shaped, and yours.

Each day, if you get home from work and eat dinner while zoned out in front of the TV, then go to bed, that’s not a very purposeful habit. Your life is guided by the television producers. You’re watching actors and actresses do what they love to do instead of doing what you’d love to do.

Discipline is remembering what you want. And if you want to be fit, and you don’t have a habit of exercising yet, you need to remind yourself daily until it is a habit. That’s the trick. When you’re struggling, when you’re feeling exhausted, when you’re wondering, “Why am I doing this to myself?” because a workout session kicked your ass, you simply have to remember your purpose: “I’m doing this because I want to be physically fit.” And that reminder keeps you going.

If you stop reminding yourself, you’ll wake up one morning when it is cold and the blankets are warm, and you’ll lose the motivation to get out from under them. You’ll think, “Ah, I can skip the exercise today.” You’ll see some sweets and think, “Oh, I can indulge just this once.”

Once in a while isn’t a problem. But without that reminder to keep you focused on your goals, it won’t be just once in a while.

In the past, I was terrible about keeping my eye on the prize, about remembering what my vision was. I fell into the above trap of giving myself a break way too often until the break was the daily reality. When I had a day job, I struggled to do game development at home on a regular, consistent basis. I often said to myself, “I’ll work on it tomorrow.” But then tomorrow never came. And eventually, I didn’t have to say it anymore because I was not doing it much at all. It was an effort to put in the time I did, which wasn’t much.

The key, the one I know exists and have been historically terrible about leveraging to get what and where I want, is that triad of purpose, discipline, and habit.

I have my purpose.

I’ve shown I can be disciplined enough to carry things out.

But I’ve been pretty bad about installing habits into my life.

This year I’ve been focusing on creating habits, specifically the habits I want to have that I think would shape my life the way I desire. They coincide with my Life on Purpose, so they also remind me about what I want. I’ll write more about those specific habits another time, but so far, the results are pretty good for the habits I’ve pursued.

Categories
Marketing/Business Personal Development

I Need to Prepare for Anniversaries Better

Today marks six years since GBGames, LLC was officially formed.

Since last year’s anniversary post, I hit a major milestone.

I had my first sale.

My casual strategy game Stop That Hero! is available for GNU/Linux, Mac OS X, and Windows. When I released the initial alpha in December, I had little idea of what to expect. This one-month project became a one-year-plus project, and while the game wasn’t anywhere near finished, I was getting some good feedback from play-testers. I figured the worst-case was that no one would buy the game, but if I didn’t offer it for sale, no one would have an opportunity to say otherwise.

I now have actual customers, and some are even providing feedback to make the game better! It’s gratifying, and I’m looking forward to getting them my next update for “Stop That Hero!” Unfortunately, it’s been slow to develop, partly because my efforts aren’t focused.

As I mentioned at the beginning of the new year, I’m out of savings, and it wasn’t very clear how to proceed. I wanted to continue to work on “Stop That Hero!” and other games, but I couldn’t continue what I had been doing since it wasn’t paying the bills.

I was torn. I wanted to persevere and not give up too soon, but I can’t ignore reality (and my lack of money). I wanted to continue until “Stop That Hero!” was finished, but I wondered if working on a much smaller project would get a quick win out there. I want to spend time on game development and marketing to increase sales and revenues, but I wondered if doing so meant more of the same and therefore the same results, and so instead I should spend time on finding outside work, which makes it a self-fulfilling prophecy since I’m not spending time on the things that would make my business earn me money. And all through this turmoil, I had no forward motion because I wasn’t sure where forward was anymore. It was like I was lost in my life without a compass and no idea how to find my way back out.

Today is not only the anniversary of GBGames. It’s also been one year since I proposed to my girlfriend. My fiancée is incredibly supportive, and in the roller coaster that I’ve been on since going full-time indie, she’s helped me keep things in perspective, especially when I’ve been stressed out and was beating myself up for things not working out very well in my business.

In my mind, I had a deadline to get my business turned around before I need to find an alternative and stable form of income. Something I’m incredibly aware of is that we’re getting married in a matter of months, and we have plans for our future life together. Each day that my business isn’t making me money (and there’s a lot of those days) added pressure on me to do even more before the day comes when I’d feel I had no choice but to give up.

The truth is, I don’t have to choose between continuing to run my business and a happy marriage.

There are plenty of options. If my business becomes a part-time endeavor again, it’s not the end of the world, even though I’ve been trying to avoid that situation.

I was way too attached to the idea of being a full-time indie game developer. The idea that I would need to find outside work felt like a huge failing. From that perspective, I found myself looking back and second-guessing every decision I made. What if I had stopped work on “Stop That Hero!” after that first month and switched to a new project? What if I stopped focusing on making games for Linux-based systems so I could use non-portable tools such as Unity? What if I got a smartphone earlier so I could work on mobile games? What if I was paying more attention to cash flow and would have taken on part-time work earlier? What if, what if, what if?

“The first step to acceptance is to give up hope for a better past.” There are variations on this sentence that I first heard from my friend Alex Myers, but the point is that what’s done is done. Learn from the mistakes, but move forward with those lessons. From this perspective, I’m always learning. I released an alpha of my game and found that there weren’t a lot of people interested. This was always the case, but now I know because I see the results. I could focus on how few customers I have, or I can focus on how many new customers I now have and how to grow that number by providing good value.

It’s odd. Even though things are much more urgent these days, I’m somehow feeling more positive about everything. I think it is because my old perspective made me feel powerless, but my new perspective makes me feel empowered. Even with less time to work on games, I’m somehow getting more done. I know what my goals are, and instead of stressing out that I don’t know how to accomplish them, it’s actually fun coming up with ways to do so. My cash flow is still negative, and yet it is months after the point when I thought I had no more money and I’m still able to pay rent.

As my fiancée put it, it’s natural to feel disappointed in things not working out as you hoped. In a way, I went through a mourning period, and perhaps now I’m out the other side. It may be another anniversary where I didn’t prepare a fun sale or have exciting news to report, but GBGames is still here, and I am, too.

Categories
Game Development Geek / Technical Marketing/Business Personal Development

GDC Badge Pro Tips

While I won’t be going to the Game Developers Conference this year, I thought I would share some tips for making the most of your GDC 2012 badge and holder. These tips are especially important for people who will be attending their first GDC, such as some of the fantastic students I met when I spoke at the University of Iowa last Friday.

Feel free to share this post. And thanks, Ian Schreiber, for these tips when I attended my first GDC last year!

Categories
Game Development Geek / Technical Marketing/Business Personal Development

Hear Me Speak Live at the University of Iowa

I’ll be part of a group of game developers talking to students at University of Iowa on Friday, February 24th, 2012.

Where: Room 240 of Art Building West, Iowa City, IA

When: 4PM

Other speakers include people from Glass Cannon Games, Zach Ellsbury of Seraphic Software, iOS developer Karl Becker, and P.J. Lorenz, organizer of the Midwest Indie Game Developers Meetup group.

Categories
Game Design Game Development Geek / Technical Marketing/Business Personal Development

An Online Conference You Can Attend #AltDevConf

If you’re not familiar with AltDevBlogADay, you should be. Each day, a game developer posts on a variety of game development topics. There’s a huge backlog of content there now, and while the recent redesign has made it difficult to find the category you want (you have to click on a post to see only some of the tags available as of this writing), it’s great getting regular, up-to-date, state-of-the-art tips and tricks from the people in the trenches. Authors can be mainstream game programmers, indie developers, academics, or anyone who has something valuable to share.

AltDevConf

It seems to be such a successful site that they’ve decided to host an online conference. AltDevConf will be held on February 11th and 12th (that’s this coming weekend), featuring three tracks: education, programming, and design & production.

Our goal is twofold: To provide free access to a comprehensive selection of game development topics taught by leading industry experts, and to create a space where bright and innovative voices can also be heard. We are able to do this, because as an online conference we are not subject to the same logistic and economic constrains imposed by the traditional conference model.

As it doesn’t look like I’ll be attending GDC this year (I’m still hoping to win an All Access Pass with my GDC magnets), AltDevConf seems like a high-quality substitute. While it won’t be the same as rubbing elbows with other indies or meeting cool celebrities in the gaming world, I’m excited about it.

Do you plan to attend? Will you be speaking?

Categories
Game Development Marketing/Business Personal Development

Reviewed: 2011; Previewed: Next Year

Welcome to 2012! I hope you enjoy your stay!

How was the last year for you? Mine was a mixed bag.

First, the good:

  • I went to the Game Developers Conference for the first time, meeting and hobnobbing with the best and brightest of the game industry. GDC was a blast!
  • I got engaged on the balcony of Neuschwanstein Castle in Germany while taking a once-in-a-lifetime trip through Europe with her graduate class.
  • On the way back from that trip, I learned I had a new niece. The last time I saw her, she was already starting to walk.
  • In January, I started my term as a new board member of the Association of Software Professionals and ended up becoming the President two months ago.
  • I finished a game for the Ludum Dare #20 Jam in May.
  • I started taking pre-orders for Stop That Hero! at the end of September, and I released the alpha version of the game for sale a few weeks ago.

Now, the bad:

  • I’m probably in worst shape than when I started the year.
  • I missed the IGF deadline.
  • I’m out of money.

While 2010 saw me make the leap into full-time indie game development, 2011 saw me struggle to stay there. My burn rate estimate said I should last through to October using only my savings. Years ago, I bought a few shares of stock, and I had to sell those recently at a loss (Thanks, economy!) to cover my expenses. While I’ve sold a few pre-orders and a couple of alpha versions since its release for Windows and GNU/Linux, Stop That Hero! isn’t finished and won’t likely pay the bills anytime soon. And I still need to find a way to get the Mac port made for the Mac pre-order customers. I feel terrible about not having it made yet. B-(

So in terms of my business, was 2011 a failure? Yes, in the sense that my project was really late and overbudget, ruining any plans and revised plans continually throughout the year. Yes, in the sense that I no longer have my savings to allow me to focus on my business full-time. And yes in the sense that I feel I wasted my opportunity.

But no in the sense that I’m wiser for it all. I got an education without being saddled with student loans, at least.

Now, I learned a lot. Yes, I learned more about the technical details of making games. I gained some valuable, in-the-trenches experience in running a business on a scale I’ve never seen before.

But to be honest, that’s small comfort when I need look into contract work to make ends meet now.

I got a lot of advice throughout the last year. People told me that I was focusing too much on the technology and not enough on the game, that my insistence on making a downloadable game for GNU/Linux was a poor business decision when I should be targeting mobile and web-based platforms, that C++ was a poor language to use, that I should be focused on making quick games to see if one becomes a hit, that, basically, I was doing things wrong. In other words, I was being way too indie for their tastes, that I should be indie their way instead. B-)

It was all good advice, but I ignored most of it. It was my decision. And if I had to do it again, I’m not sure I would have done it differently.

My problems did not come from the technology I used or my target platforms, even though I could have done more to leverage existing libraries and to learn from open source games. My problems were not a matter of not using Flash or Unity, or of insisting on using GNU/Linux as my base development platform. If any of these were problems, they were mere symptoms.

My real problems stemmed from:

  • a lack of experience.
  • a lack of collaboration.
  • being undisciplined in producing results.
  • ignoring cash flow.

That last one sinks more businesses than any other issue. And I KNEW this fact, yet I kept pushing forward to get my game out as soon as I could, figuring that I would stop then to figure out what I was going to do. Every month ending without a released game had me thinking that I just needed a few more days, and a few more days, and the next thing I knew, it was a year later without a released version of the game to show for it.

When my business plan fell apart, I shouldn’t have put off fixing/rewriting it until after the product was finished. It seems obvious as I write this, but I guess my head was buried in my work, and I wanted to have something to show for my efforts. Instead of running a business, I was only focused on trying to make a game. There’s a lot more to running a game development business than game development.

Sadly, the one piece of advice I took to heart was probably the worst. I stopped writing so I could focus more of my time on game development. My writing is one of my biggest strengths and providers of value, and the less I wrote, the less chance I had of gaining an audience, getting feedback, and interacting with other game developers in general. I used to be the orange juice-drinking indie game blogging guy. Now I’m just another obscure struggling indie.

To the future!

So what’s 2012 going to look like?

Honestly, I’m not sure yet. I’m still figuring out my game plan, but here are some major themes.

I’ll be married in a few months. Woo!

Of course, it means it is even more important for me to figure out how to pay the bills. My expenses are already very low, so it is a matter of getting more income, and right now I don’t see how my business is going to provide it. I’m going to be looking for contract work, but I am keeping an eye out for creative funding opportunities.

As a result, I’ll once again have less time than I like for my business, which means I’ll need to make sure that I spend that time wisely. I intend to focus on creating results more rapidly than I have. Perhaps it means collaborating with other developers or using other technologies, but it will mean holding myself to deadlines and focusing on providing value consistently.

And you can bet that I’ll be writing about my progress.

I hope 2012 is prosperous and full of opportunity for you. I’m figuring out my plan to try to make the most of mine. Happy new year!

Categories
Game Development Geek / Technical Linux Game Development Personal Development

Why It Is Important to Document Even the Smallest Decisions

A week or so ago, I was configuring the hero summoning queue for my villages in “Stop That Hero!” (still available for pre-order!), and I couldn’t figure out why I had a special “END_QUEUE” for the last item in my queues. None of my code handled it, so it got ignored, and removing it didn’t change anything adversely that I could see, so I removed it since I couldn’t remember why I put it there in the first place.

Today, while working on a new level layout, I created a village that summoned only one farmer. When play-testing, I found that right when the farmer appears, the game ends in victory for the player.

Premature Victory

That’s odd…why would that happen?

My victory monitoring code checks all entities to see if there are any that are not on the player’s team. If there aren’t, then it checks all structures that summon entities owned by non-player teams to see if they are currently summoning anything. The idea is that at the beginning of the level, when no heroes have been summoned, the game doesn’t end in victory since they’re still coming, and victory only occurs when there are no more heroes being summoned AND there no more heroes left in the level.

The issue I was seeing is that right when a village spawns a farmer, the farmer doesn’t exist yet. It’s simply a new command to create a farmer. But the village no longer has a farmer in its queue and is empty. So the victory condition goes off and creates the end-game-in-victory-for-player command. So that’s why I see the farmer when the victory screen comes up. The farmer gets created and the game ends because both commands are run in the same update step.

And that’s why I had an “END_QUEUE” summon that doesn’t do anything. It’s to prevent this situation from happening. Now I remember. I ran into this issue before. The END_QUEUE summon is ignored, but the victory condition monitor sees that there is still something in the queue. By the time the END_QUEUE is “summoned” and gone, the entity creation should have happened for the previous item in the queue.

It was a stupid abuse of the system that I should have handled better the first time, but I didn’t think much of it. I needed to get things done, so I did the quick solution and promptly forgot about it.

Since I didn’t document what “END_QUEUE” was supposed to do when I came up with it, I spent part of my day trying to figure it out.

So there you go. Document your decisions, no matter how small. In fact, maybe the small decisions are even more important to document than the bigger ones.

Categories
Game Development Games Marketing/Business Personal Development

Getting Used to Accepting Payments

According to my git repository, yesterday was the one-year anniversary of the start of my first major commerical game project, Stop That Hero!.

I’m not celebrating because it’s not a good milestone to hit. I didn’t know how long it would be to take the Ludum Dare #18 prototype and make it into a full commercial-quality game, but I did not expect it to take a year. In fact, when the 2010 Ludum Dare October Challenge was announced, I thought a month sounded like a good time period. If it took three days to prototype the game, surely four weeks would be plenty of time to polish it up and release it.

Tomorrow is October 1st and the 2011 Ludum Dare October Challenge (even though an announcement went out saying that it started already), and I was hoping to have the game released before then. In fact, I thought I would have something released by today, but there were some AI issues I tackled last week that I’m still working on.

But eventually I am going to release my game, and I realized that I have never accepted payments for a video game before. Until last month, I wasn’t even registered with a payment processor.

So last night, I posted a few pre-order forms on the Stop That Hero! website. If you want to get the game when it is released for Windows, Linux, or Mac, you can reserve your copy of the game now.

In posting the pre-order, I realized I made a big step. I had some nervousness, partly because I’m selling a game that isn’t released yet, and partly because I’m asking for payment. I’ve never done it before.

It’s possible that no one will care, that no one will even click on the links to buy, but that’s not the point. The point was that I decided to ask people to do so in the first place.

You can’t make money without asking for it, and I decided that until the game is released, the worst-case is that no one bothers to pay me for it. But if I don’t ask for pre-orders, then there is a 100% chance that I won’t get paid anyway.

I’ve taken a step to change that certainty into a possibility, and it’s one of those moments that makes you feel good to run your own business. I don’t have to accept circumstances. I can take action to change them.

In this case, my game is taking longer than expected to make, and I could decide that it means delaying the possibility of sales until the game is released, but I could also try something to see how it goes. The worst case is that it has no effect, that no one will reserve their copy of the game, but there’s a potential now for a lot of upside.

And now I’ll get back to work. Eventually any pre-orders have to get fulfilled with a real game, and I’d like that to be before the end of another month.

Categories
General Personal Development Politics/Government

The End of the World

According to some people, the rapture is scheduled to occur today, with the end of the world to follow shortly. I don’t normally write about religion or politics on this blog, but I’ll relate a story I was told in high school that really impacted me. I am probably remembering parts of it wrong, but I think the basic gist is still there.

There were three priests playing pool. One of the priests asked the others, “If you knew that the world was going to end in the next 10 minutes, what would you do?”

One priest answered, “I’d go to the church and lead the people in prayer. I’m sure there will be plenty who are afraid or lost, and I would want to be there with them to pray for forgiveness and strength.”

The next priest said, “I’d go home and pray alone, as Jesus suggested was best in the gospel according to Matthew. I’d shut myself in my room, and I’d pray for forgiveness and strength.”

The two looked at the third priest and asked him what he would do. He replied, “I’d finish this game.”

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

LD20: Hot Potato Windows Port Now Available!

I updated my final Ludum Dare #20 Jam entry to include a link to the Windows port of Hot Potato. Whew! Now I can get back to working on Stop That Hero!. B-)