Game Design, Programming and running a one-man games business…

$630,000 a year

If this is right:

http://www.microsoft.com/presspass/Inside_ms.mspx

Microsoft have $58 billion revenue a year and 92,000 employees.

The average revenue per employee is thus $630,175 a year.

Holy shit.

I must remember this the next time I read some microsoft bashing from linux or google fanboys. Microsoft isn’t going anywhere, anytime soon.

Democracy 2 (still)

I restarted some of my old ads for my politics sim Democracy 2. I’m just trying to see if they still generate more sales. This is a game that has surprisingly good sales, even over 2 years after it was made. It’s never going to be #1 anywhere, some portals still won’t even sell it, but it was well worth making and definitely a profitable game.

TBH I have no idea why sales of it have recently been so good. It might be the’free Democracy 1 for Maine and Michigan students’ thing. (I must look up here the sales are from. I wish BMT had better reporting…). Or maybe its the fact that the US has upcoming midterms and the UK an upcoming election?

Either way it’s welcome…

Two new features for GSB

I was honestly trying to work on new DLC, but hey, I ended up adding and improving some stuff. One thing I ended up doing was mouse cursor changes, so it actually changes to the windows pointy finger thing now to show you that you can click something, which is quite nifty. I also added two features.

The first feature is the ‘fleet overlay’ at the left of the screen. It’s a scrollable column of icons for every ship in the fleet. The tooltips show your current damage percentage, and they fill red as the ships take damage. you can also click them to zoom to that ship. It’s a handy way to see at a glance in big battles which ships are taking hits. I also added a tiny arrow icon to toggle that new feature on or off, in case some people don’t like it. I have a tiny UV bleeding issue on that button I must fix…

gratuitous space battles fleet overlay UI

The second feature is rather cool for statistics-freaks. If you have played much GSB, and spent much time on the ship design screen, you will know the frustration of seeing “weight=122” and not really knowing how that compares to anything else. Obviously you can go through each module of the same ship class and compare, but wouldn’t it be better if the game makes that trivial to do?
Tada! It does. You can click any of those data entries at the bottom left now, and get a comparison window, ready sorted and scrolled to show where the current module fits in. I hope people find this useful.

gratuitous space battles ship design screen

Now I can get back to work designing fleets for the religious aliens in the next DLC…

Both these spangly new things will be in version 1.32, which will get released shortly before the new DLC. Yay!

Programming Gratuitous Rocket Trails

I was watching District 9 ( I liked it, except the more yucky violent bits), and there were some cool rapid rocket trail effects in it, and it suddenly reminded me that the rocket trails in Gratuitous Space Battles aren’t good enough at high speed. Take a look at this rocket trial, from a rocket cruiser missile at 4x speed:

Crap isn’t it :D. At normal speed it’s fine, but at super high speed, the missile actually moves too fast per frame of rendering for me to actually space out the particles. So I just knocked up some code that instead of doing this: (pseudocode)

HowFarHaveWeTravelled?
IsItTimeForAnotherParticle?
IfSoPlaceAParticleHere

does this:

for(distance_accounted_for = 0; distance_accounted_for < actual distance, distance += particle spacing)
{
  Position = LastMissilePosition
  Position += (distance_accounted for)
  Place a particle at Position;
}

Which is more work :D But it’s worth it, because even at 4x speed it now looks like this:

I know it’s a bit late to be worrying about all this months after the game came out and got reviews, but I am just completely drawn towards tweaking the game to look better. Also this means I can experiment with superfast rocket trails which will still look good. Also today I’ve done all of the debris and turret gfx for the new race in the new DLC/expansion pack thing. Now I have to actually design their ship configurations, and allocate their bonuses. Then I need to do their mission deployments, and then it’s pretty much done (and I then need to balance and playtest it). Yay!

Xbox? No, not for now anyway.

Over the last few days I’ve been seriously considering making an effort to get Gratuitous Space Battles onto XBLA (Xbox Live Arcade). I have decided not to do so (I must send that email…) and here is my thinking:

  • According to wikipedia, the Xbox has sold 34 million units. I suspect that less than half are used by people who are happy to buy and play downloadable games. Most will be used purely for Madden and for Call Of Duty. So that’s 16 million, vs 25 million people with an account on steam. Lets round up the other digital dist sites and say there are 35 million people able and willing to buy PC games online?
  • Games on XBLA are cheap. people gnash their teeth about $15. As someone who sells a $22.95 game and a $19.95 game, this does not bode well.
  • On PC, I can sell direct, taking > 90% of the price. Through portals such as steam, it’s less, but still quite good. On XBLA There would be a Microsoft cut, then probably a publisher cut, and then I’d get the crumbs. All out of a smaller price.
  • The Xbox has a long list of requirements about how games should play. Obviously it must be played with a gamepad, which is awkward enough, but platform holders have a funny habit of insisting you use their latest feature, even if it makes zero sense in context of the game. I hate that.
  • On PC, there is no publisher involvement, and no approval process. I know 100% that at some point, someone somewhere at Microsoft would say that the game would be better if you could control the ships. They are wrong, and I’d have to waste precious hours of my life arguing the point. This would not be fun. I’ve heard numerous horror stories from fellow indies about this sort of thing.
  • There are up front costs, for ESRB, getting a dev kit and so on. I already have a dev kit for PC games development, it’s called a PC. This is a big chunk of cash I need to find on the off-chance that I’m ‘allowed’ to publish a game for less money, at a lower royalty, that I had to redesign to fit at a low resolution using a controller designed for beatemup games. hmmmm
  • Xbox gamers are not known for their love of slow paced heavy thinking text-based strategy games. GSB is not Halo, or COD. They may hate it.

So combine all that and I have no urgent need to get involved with the Xbox. Maybe this is a mistake and it would have sold 100,000 copies on there, but I suspect not. Maybe if you didn’t need the ESRB stuff, and the dev kits were the same price as an xbox, and they automatically approved any game that passed a basic ‘not offensive’ check, I’d be more tempted, but as things stand, PC beats XBox for me, and it beats every other console out there.

BTW I worked around the vertex buffer thing, patching both games to not use vertex buffers at all. This is slower, and infuriating, but it works. Grrrr.