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Bad online habits from companies…

Filed under: business cliffski 10:11 pm September 30, 2009

I’ve encountered some amazingly silly behavior from online advertising companies recently. The first one, which I’ve spent lots of money with over the years  (for anonymity, lets called them ‘schoozle’), lets me place new image adverts, and then sticks them in a queue where they ‘pend approval’. This goes on for 3 days (or more, they are still waiting). That means that I can’t actually spend any money with them, so I am forced in the meantime to spend it with their competitors.
Imagine going to a hi-fi store and selecting an ipod, you take it to the checkout, where they say “with you in a minute”. They then leave you waiting there with your wallet open for 3 days. Do you think such a business will last long?

The second (and this applies to about half a dozen ad agencies) will not actually show me their prices, or what sites they offer ads on. Presumably I get to know this after they force me to ‘register’. During registration, they want to know what site or product I’m advertising, and what my monthly budget is. Presumably, if they think I’m worthy of giving them money, they may email me.
Imagine the hi-fi store has windows but they are blacked out. You have no idea if they even sell ipods. A security guard at the door tells you how great the store is, but demands to see your bank balance and know your home address before you are allowed to come in and look at the products on sale. That won’t be today, but at a time when they decide to review your application to be their customer.
Do you think such a business will last long?

For those of you thinking “‘duh’, it’s to keep out the cheapskates and the riff raff”, you are missing a trick. The simple phrase “Regrettably we currently can only cater to customers with an ad budget of over $10k / month” would keep everyone happy. They don’t get registrations from people they don’t want, they don’t insult potential future clients whose ad budgets may shoot up, and they don’t get a reputation for being assholes.

Smart companies always want to know if and how and why and when they might lose business. If people ever email me to tell me why they did *not* buy or could not buy my games, I may not always reply, but I always read them, and I often act on them. I’m not sure you ever get rich by learning how to turn people away.

Fighter nerfs, Spatial anomalies, UI fixes galore

Filed under: game design,gratuitous space battles cliffski 4:54 pm September 29, 2009

I have a mental trigger than once I’m past 11 things on the ‘recent bug fixes and improvements’ list then I need to get off my ass and release a new patch for all you lucky beta players of Gratuitous Space Battles.

So hopefully some time earlyish tomorrow I’ll be doing that with version 1.13. Here is what will be in it:

1) Fixed bug where power consumed can seem to equate to power produced but still be shown to be invalid on ship design screen
2) New feature : new minimap-button and hotkey ‘O’ turns on or off a green/red overlay to show friend or foe ships.
3) Fixed bug where the size of a ship-destruction shock wave varied based on your zoom level at the time of detonation
4) The option to turn off repair-drone effects now actually works correctly
5) Better repair drones, in that they have better weld effects, and actually carry out visible repairs so ship’s damage now reflects their true status much better
6) Added tooltips to the options
7) Added a new ‘hardware sounds’ option you can disable on options if you want pitch shifting sounds without slowdown at fast speed and have certain sound cards”
8) Added a new button on the deployment screen that lets you read all of the restrictions and spatial anomalies for this mission.
9) Added some better spatial anomalies
10) Fixed bug where tutorial got stuck at ‘select orders’
11) Various scenario deployment changes to take into account the new spatial anomalies
12) Missiles that are en-route whilst their target explodes will now autodestruct rather than fly on aimlessly (regardless of missile type).
13) Fixed major bug involving engine modules where damage to an engine module is ignored until the next time the ship is damaged (should make fighters more vulnerable)
14) Rebel atlantis bomber now has it’s drifting space hulk triggered
15) Attempting to load a design of ship into the editor that is invalid now gives a nicer, in-game error rather than a crash!
16) New delete button on file opening windows lets you delete existing ship designs and deployments.

It’s the usual mixture of minor niggles like 1) and usability stuff like 2) plus big enhancements such as 5) which I already blogged about. The big ones here are definitely 5) and 9). You might enjoy trying out the emerald nebula again, and the last skirmish mission, as these now have some more interesting spatial anomalies. Hopefully this will make for some good new challenges too, because people who hate fighters or love frigates can now have their fun.

Also, fighters have been nerfed a bit, partly by huge balance change improvements to anti-fighter missiles (not listed here), but also more subtely by 13). This means that it’s all fun and giggles in your high speed mega fighter until you take a single lucky hit. Then you are just some slowly drifting piece of metal with ‘target’ written on your ass.

Penny Arcade Traffic

Filed under: business cliffski 2:29 pm September 28, 2009

In case you missed it, GSB got mentioned on penny-arcade, which was awesome. It also brings in some decent web traffic, and I reckon generated about 100 sales (no way to be 100% sure). This is all very welcome indeed, it helps feed jack and jadzia, and as an afterthought, me. Here is the blatant stats-porn: (filtered by penny-arcade as a referrer, so the graph spike isn’t relative to my normal traffic!)

I’m working on more interesting spatial anomalies for the game today, and tomorrow (at least) That will involve rejigging some fleets, some balancing etc.

Repair Drones

Filed under: game design,gratuitous space battles,programming cliffski 5:17 pm September 27, 2009

It’s amazing how much extra effort had to go into this over the last 48 hours…

Repair drones have always looked a bit cool, but not been much help to the player. The problem is, their only tie to the core simulation was their quantity. Every repair module gave you a ‘swarm’ of repair drones, and once your ship took some damage, you would see them hovering around and looking like they were welding the ship back together. The problem was, they didn’t actually achieve anything froma  visual point of view.

Thios was worse than a visual bug, because it means that when you play against an enemy fleet that has lots of ships which make strong use of repair drones, you cannot tell if that enemy cruiser is on it’s last legs, or just cosmetically burned, yet at 100% hull integrity. Surely this had to be fixxored.

So now (behold the youtube vid below), those drones (as well as having nicer welding effects) do actually weld those damaged bits of your ship back together. To make it REALLY obvious in the vid, I built a ship with three repair modules, so until the repair supplies run out, it’s pretty nippy at welding stuff back together.

Let me know what you think. I reckon it not only looks better, but will make playing against repair-spammed ships much easier and more enjoyable. (in terms of learning from the battles. The simulation is unchanged)

Another patch, some web stuff…

Filed under: game design,gratuitous space battles cliffski 9:33 pm September 24, 2009

Today I released version 1.12 of GSB. That fixes a ton of AI stuff, and a lot of minor UI niggles. It is pretty handy that beta testers compile lists of little UI things they notice (that as developer, you tend to become blind to).

Fixing bugs is relatively stress free, it just takes time and effort, and concentration. Improving Ui stuff, new features and new graphics are all quite stress free too. The really scary stuff seems to be balance changes. Everyone who plays the game uses different tactics, and no matter what you test, the nanosecond you release the new patch, people find some cunning way to design ships that takes advantage of a loophole you hadn’t even thought of.

That sort of stuff is inevitable with a game that involves competition, but it does make it pretty scary and time consuming to ever change anything. I concluded that missiles were not good enough, and that fighters flew too fast, but there are a dozen ways to fix both those issues, and every change has its side effects. Still, the game is much better balanced and playable that it was on first release, and despite minor niggles, I do think that on the whole it gets better with each patch. (If not, I’m wasting my life!)

In other news I added a flash widget to the GSB website that scrolls through images. It cost me actual real money! I’m no flash expert, so buying a pre-made component was worth it for me. I normally don’t like flash on websites, because it seems a bit gratuitous but…

Fixing the AI orders (again)

Filed under: gratuitous space battles,programming cliffski 2:00 pm September 22, 2009

Some cunning GSB players noticed that the orders were not working correctly in terms of attacking certain classes of ship. If you deleted the ‘attack fighters’ order, the desired behaviour was that the ship ignored fighters until there were only fighters left.

This bit of code was broken and basically needed re-doing. Now you might think it’s an easy algorithm that goes like this:

Go through each intact enemy ship
Pick the optimum one out of the classes we should shoot at
If you still have no target...
Go through each intact enemy ship
Pick the optimum one ignoring class.

Leaving aside the inefficiency of parsing the 300 enemy ships twice each time, this isn’t as simple as it looks, because a lot of the time a ship will fail to find a target within range. Thats because all of the ships its ordered to fight are across the map. Ideally the ship trundles over and shoots them. So the criteria for actually picking a target differs from the criteria for establishing whether or not there are any valid targets. Plus, the idea that once all the frigates and cruisers are dead, that EVERY TIME I look for a target I have to do a dummy run through with invalid orders is just untidy and slooow slooow…

So I ended up coding a convoluted complex system which (as convoluted complex systems often are) is way faster than that. Basically Fleets keep track of if they have any ships of each class. Whenever new ships show up (survival mode) or a ship dies, the fleet recalculates that data. if the data has changed, it tells each intact ship in the fleet. Those ships then compare this against their orders, and deduce whether or not the orders still stand. If they don’t, they tell all their turret AI’s to ignore class-based orders from now on. This involves practically no overhead during a  typical target-acquisition call (which are very frequent)

That took a lot longer to code, debug and test than it did to type here :D

In other news, I fixed some dodgy server-side code that prevented challenges being deleted. I’m amazed more people did not whine at me that the ‘delete’ button on a challenge basically did sod all. It now works :D

How complex?

Filed under: business,game design cliffski 9:33 pm September 20, 2009

How complex should a game be? Obviously it’s a huge question dependent heavily on genre. Most simulation games are pretty complex. Turn based strategy can be uber complex, MMOs too. Flash games are often very simple and iphone games can be simpler still. Is it a question you can even attempt an answer to?

I think an interesting take on it, is “what are you asking?”. Too complex can mean two things:

“This game is too complex to enjoy”

“This game looks too complex. I’ll pass”

Similarly:

“This game is very simple”

“This game is too simple to be worth buying”

There are loads of games out there I might find fun, that I would not buy. There are also games out there that look awesome, and incredible, and wonderful, and I would not buy them either, and it comes down to complexity.

Take a game where you make a single mouse click to time a guy swinging a bat to hit a ball (there are many, some involve penguins). As a web-based flash game, this can be fun. You might even waste a whole lunchtime on it. But ultimately it’s throwaway disposable fun that we all know someone coded in a weekend. It’s very unlikley you would pay more than $0.99 for it at the very very very most.

Now, Take Eve online, or any of those Hex Based wargames. Or, take Empire: Total War. These are all great, awesome games, with TONS of stuff to do, incredible depth and complexity, but tbh, life is just too short for me to play them. I played eve for years, playing an hour a day or more, and never more than scratched the surface. I never got far into 0.0 space. In E:TW, I played ONE campaign game a third of the way through, then gave up. It was taking ages, and there was too much to do.

The weird thing, is not only are games like that more complex than they need to be in order to get a sale from me, their complexity actually has a negative impact on my chances of buying. Even though I know it’s irrational, I am put off buying them because I’d actually resent having paid for content I’ll never see or use. (ironically I do own E:TW anyway, but I’m aware of my own niggling feeling about it).

I’m probably not alone. I think almost everyone has a ‘complexity’ curve for games that influences their purchase decision. We all regard some games as too trivial or simplistic to buy, and some are too overcomplex and involved to buy. Obviously mass market games need to be in the sweet spot at the top of the aggregate curve. Niche developers like me can cater to the other extremes, and GSB possibly heads slightly towards ‘too complex’ rather than the opposite.

What I find a lot of game devs forget is that a game can be fun, enjoyable, playable and cool, and well made, and addictive and generally excellent, but a LOT of people will play the demo and never buy it, because they resent buying a game that seems like it’s too simple in form.

Are you one of those people, or is it just me?

Minimum Reqs. We just pull it from out of somewhere

Filed under: gratuitous space battles,programming cliffski 7:52 pm September 18, 2009

Have you ever bought a game based upon the minimum reqs, and found out it doesn’t run? or it’s a slideshow? have you ever pheared the min reqs, but bought it anyway, and be surprised how well it runs?

Here is the inside track:

WE  (the devs) HAVE NO IDEA. WE MAKE IT UP.

Now obviously as an indie dev, I have less ability than Actiblizzard to tell you if the game will run on a 1 Gig RAM, 64 MB video card rig, because quite frankly, I don’t own one. I currently own 3 working PC’s, 1 Sony vaio laptop, 1 ultracheap dell netbook, and my main Mesh uber-dev PC.  That’s it.

Now when I release a game, I check it on all 3, then on my mates PC, my brothers PC, and a few other peoples PC’s. (other indie devs mainly). Then I take a rough guess, and we call it the min req. You might be thinking that this means it’s just me making it up, and that big publishers have 100 different PC’s and they can be scientific about it. I call bullshit.

Lets laughably assume there are only 10 different video cards on earth, and that there are only 5 different drivers for each of them. lets assume there are 5 different sizes of RAM, and 10 different hard disks, 10 different processors and 5 different flavours of windows. That gives us:
5 X 10 X 10 X 5 = 2,500 combinations. Now lets assume 10 types of soundcard and 10 different configurations of other software running (p2p clients, messenger clients, CD burning stuff, antivirus, firewalls, rootkits, viruses and other malware). Thats 250,000 setups even with these stupidly conservative estimates.

When people ask me if GSB will run on their PC (A very understandable question right now, as there is no demo), I give as honest an answer as I can, and here it is:

“My dev PC is a core 2 Duo 6600 2.40ghz with 2 gig of RAM running Vista on an 8800 GTS video card. The game runs silky smooth at 1920×1200 res with all options at Max. If you have a PC that in any way gets close to my spec, it’s a no brainer. The game also ‘runs’ on my sony vaio which has an intel onboard chip, but I have to disable the shaders for it to look right. It also runs well on lots of people’s PC’s with a lower spec, but if you have on-board video and a maximum screen res height of under 768 I really would wait for a demo”.

I’ve heard some surprisingly good things about GSB performance on MACs running emulators, even under WINE, and on very low-spec PCs, but I honestly have no real idea of min spec. So here, as a service to people on the fence considering the pre-order, if you have bought and played GSB, feel free to post your specs, and the games performance in the comments. (Note that its frame-locked to 60FPS so you won’t see it go faster. It uses any spare ‘headroom’ to do a few fancier effects if it has time)

The metagame

Filed under: game design,gratuitous space battles cliffski 10:27 pm September 16, 2009

Gratuitous Space Battles right now is probably best thought of as a very complex, expanded and pretty versions of the space battle segments of a 4X game.

In other words, these are just battles, fought out between similar fleets with similar objectives, in the same way. It’s kind of like chess. In chess, the map never changes, the pieces are set in stone.

It takes a loooong time to perfectly design and balance the ‘sandbox’ that allows games like this to remain fun over a long period, nd its definitely my aim to get to that point. Howver, I’d also like to introduce a lot more variety and options to keep things interesting. I can always describe more ideas than I have time to implement but here are a few:

1) More unlocks, and modules in general. Although I sympathise with those people who dislike the whole unlock concept, I think there is some good middle ground. People who are very good at the game have lots of spare honor, and as long as there is nothing too game-brekaing, I think some extra, expensive modules might be a good idea

2) Scenario variety. Right now the ‘terrain’ options are quite limited. They aren’t really major in terms of changing tactics (25% range reduction isn’t really earth-shattering), and there are many more possibilities. Maybe a nebula where plasma weapons just do not work? or one where radiation levels mean that no fighters can survive?

3) Modding. There has been little in the way of formal mod support so far. I have some very primitive tools, instructions and general information on how to do stuff like add ship hulls. I should write this up and make it available.

That’s what I’m currently thinking of, and hope to add to the game. So if you think the missions are a bit samey and the ship design options too limited, this will change. If people have similar suggestions, please throw them out there. I love hearing peoples ideas.

Patch 1.08, ratable challenges

Filed under: game design,gratuitous space battles cliffski 10:22 am September 14, 2009

I’m just uploading version 1.08 now. It fixes a numebr of bugs and minor issues, but the two big things in terms of gameplay and usability are these:
Firstly all of the variables associated with ship modules now have fairly extensive tooltips which explain their gameplay significance a bit more. This was needed because a lot of people just Escaped out of the tutorial windows, didn’t spot there was a manual and thus had no idea how ship design worked or the components interacted. Hopefully this improves that a bit, and I also stuck a big button on the main menu to launch the manual, although if you for some reason have no PDF reader on your PC, that will seem like it just quits the game. Almost all PC’s now come bundled with the bloated crapware that is Adobe reader (try this instead), and people who self-build their PC’s know about PDF readers anyway.

The second change of note is the introduction of ratable challenges. Basically I stuffed some more data in the challenge database, and you can now sort challenges by map (only for new uploaded ones sadly) and by difficulty or enjoyment. Once you finish playing a challenge you can rate it out of five for these two variables, and the average score is presented in the slightly nicer challenge browser. There is also no longer any ‘auto’ challenges, which were crap anyway, and you can instead now filter to see just your posted challenges, to see how many people have beaten your fleets :D

This is what it looks like:

I’m aiming to work today on configurable ship orders for each ship design, to make laying out those big fleets much less of a chore.

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