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

Game designer job. (yes really)

I’m not actually offering someone a *job*, job. It’s not a permanent thing. I’m looking for a contractor, just for a week. Even if I *did* have the work (and money) for a permanent employee, I wouldn’t do it. The UK insists on burdening employers with so much paperwork and bureaucracy it’s literally better to just not bother and stay a one-man business. Bah etc…

Anyway…

See Gratuitous Space Battles?

See the campaign add on Galactic Conquest?

That campaign add-on has only ONE map. It’s fixed, every time, and people would prefer it to to have variety. Hence I want to have another 3 maps made that are different, and let the player choose from them. This will require some coding by me, which isn’t a lot, but it would involve a fair amount of editing, play testing and balancing, and I don’t have the time to do it.

This is where my new padawan will come in.

Basically I want someone to take the GSB campaign, and come up with 3 new maps, all new planet names, all new facility locations and anomaly locations, and a new network of connecting hyperspace doodahs. There is a debug editor, of sorts, built into the game (I’d get a debug copy to them) which is flaky as hell, because my tools suck, but I used it myself so it can’t be too bad.

I’m thinking it’s probably a full time job for a week. I’m thinking it’s worth $1,000. I know full time lead designers don’t work for that, but this is more of a junior designer/tester thing anyway. Don’t shout at me, I’m only a frail humble indie :D

This is who I need:

  • Someone who speaks and types very good English. Language barriers can be hell.
  • Someone over 18.  This sounds horribly cruel, but it’s purely because if you are under 18, there are probably all kinds of horrific laws about employing a minor, and I don’t want angry parents suing me. Sorry about this…
  • A very keen gamer, likely someone who has played GSB and likes it, and plays a lot of strategy games. You will definitely have to be very familiar with how the game plays, and be reasonably good at it before starting to do this.
  • Someone who has a free week coming up very soon (Feb/March, really). I don’t want to leave it longer than that. I doubt it’s doable in evenings and weekends, but you can try and convince me otherwise.
  • Someone professional , with a good eye for detail, organised and capable. I’m pretty sure I could talk people into doing this for free, I’m paying hard earned cash because I want a top notch job done that I can happily put my name to.

If this applies to you, please email me at cliff@positech.co.uk, with details about you. Any references or CV style stuff would be welcome, but not essential. if you are a game design student at some college or university, then maybe this is a good opportunity to wangle it into the course. If you are an unemployed game designer with pro experience, this is ideal for you. Don’t forget you can work from home, and 90% of the time you will just be fighting space battles, and checking it’s fun. There are worse jobs out there, trust me. Plus it looks good on CVs.

I’ll pay the full amount by paypal or bank transfer on completion. You can trust me, I’ve been around decades, and employed dozens of people in similar ways. I always pay! There will be a contract/NDA to sign, naturally.

If you know anyone suitable, please tweet this to them, or whatever you hip kids do these days.

BTW this will be a free update, not new DLC.

Half a million space battles

Here’s a chirpy statistic. At the time of writing, the total number of online ‘challenge’ games of Gratuitous Space Battles that have been played is…

501,934

Or in other words…

HALF A MILLION GAMES OF GRATUITOUS SPACE BATTLES.

That’s just online challenges, meaning player A trying to beat player B’s fleet, whether it’s on Mac or PC, direct or through steam. It’s all handled by my server. The number of offline, single player games against the pre-shipping AI fleets is likely to be a lot higher. That’s pretty scary. Also, lets not dismiss over 40,000 uploaded player challenges (actually many more, older unplayed ones get deleted) and over 100,000 campaign battles already.

Ok, so it’s not exactly minecraft, but still, not bad going for a game made by a few geeks, and a few cats.

But forums are great (bring a dagger)

So jeff thinks game devs should rarely read their forums. I disagree, although he makes some good points. The best point, is about taking things personally, and getting angry. I often get angry on forums, but rarely my own :D.

I’ve found my forums to be fantastic for four reasons:

1) I find out about bugs quickly from people who won’t email me

2) Other people find solutions to their problems really easily in a sort of self-updating FAQ method.

3) People who are considering buying the game can see it’s popular, and read real opinions on how it plays from actual buyers. As long as your game is good, this is a win.

4) I get great feedback on what works, and what doesn’t, and find out how people want the game to expand and develop.

That last point is vital. When I designed GSB, the challenge system was a bit of an afterthought. it wasn’t the core of the game, which was supposed to be offline. Eventually, that challenge system got vastly expanded and improved based on forum feedback. I also improved a number of things that people had asked for, but which had not bothered me, such as the ship design hull picker.

The big danger, and Jeff mentioned this, is that you can’t get too swayed by the forum posters into switching design decisions. There is a big temptation to do this, but be wary. If I look at the percentage of GSB buyers who are forum posters, it’s pretty small. They are a tiny percentage of the playerbase, and not the group that I should really take design cues from. Some of their ideas are truly cool (someone mentioned fighters that could repair other fighters recently), but the key is to knowing when you have spotted an idea that really is good, and when you are following the crowd.

There is a solution:

You develop a huge, planet-sized ego such as mine. This solves everything. That way, you can easily brush aside 5 page forum threads saying how you need to change the game to do X, because you know you are right and they are all wrong. It’s pretty much essential as a game designer working on an original design, to be pretty full of ego.

Most really good design decisions seem pretty insane. A turn-based life simulation game doesn’t sound like a top hit, nor does a politics game with a complex charting system of icons as a GUI. Nor does a space battle game where you can’t control anything. They all seemed to work for me. A virtual dolls house worked well for one guy, as I recall. You need confidence and ego to push those ideas through.

The only problem is, if you *do* have that frame of mind, you will not work well as a team. You need to be indie, or promoted rapidly to lead designer. Otherwise you will go mad. I was in a meeting with Peter Molyneux once, where he was explaining how the game would work, and I interrupted him mid-flow with the phrase “surely it would make more sense to do it like this…”

It was briefly, like that moment where Worf Challenges Gowron for control of the klingon empire. Sadly, my Daq Tagh was next door on my desk. Bah.

That was the last design meeting they let me in :(

In retrospect, I see that I am exactly the same sort of person myself, so no wonder I ended up as an indie developer. Also, let me be clear that I’m not saying you need to be a total bastard, and angry, or difficult. You just need to have the confidence to know when you are right. My aim is to do that, but to still be nice to people. I still manage it, 9 days out of ten :D

Ho! Ho! Doh!

There was a bug in Gratuitous Space Battles: Galactic Conquest until today. It was a bit obscure, and very baffling. Basically, in seemingly random circumstances, regardless of file version, people would develop a bug where the campaign backdrop was just plain white. I could not reproduce this. Re-installing seemed to fix it, for *some* people.

Anyway, someone noticed when I asked about it, that a line in campaign.txt storing the background texture name was missing. They had the latest version, and I KNEW that line was in there. It made no sense. Then they noticed that they could paste that line in, when the game was running, and voila, it worked. How weird.

So I looked at my code, and sure enough found some code which overwrites campaign.txt. Old, boring, unused, debug code for doing the campaign editing from about three months ago. This was before that file had this line in it, so because that code had never been updated, it meant that whenever it ran, and  saved out campaign.txt, it overwrote it with a new copy that had no data for the background texture (it used to be hard coded).

What a dork.

But even worse, I had left in this debug code mapped to the ‘H’ key (S was in use), and never remembered to remove it. So if anyone ever pressed ‘H’ during the campaign, it ran.

What a huge dork.

Anyway, it’s gone now. The bad news is, I am obviously a clueless muppet who could not code his way out of a paper bag. The good news is, I fixed this on Christmas Eve. Hurrah! It’s in patch 1.54, you will get it today / tomorrow.

Happy Christmas / Holidays / Festivus / Ascension of Kahless day to everbody!

Gratuitous Poster

My office wasn’t looking enough like a games studio office, so I got a nice big blown-up poster of the GSB campaign game background framed for the wall. This picture makes it look crap (reflections and blurriness), but it’s actually pretty cool.