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

Kudos 2 Feature Complete

Kudos 2 is definitely feature complete. Unless feedback from potential website partners or play testers is focused on anything specific missing, I won’t be putting any new features into the game from here on. It already has a ton of stuff in, much more so than the original, and presented 100 times better. From here onwards (and this shouldn’t be more than a few weeks now), it’s a case of playing the game, and polishing it, and playing it again etc.

The most common issues that come up in my daily playthroughs now are just balance tweaks. There’s no bugs in terms of features not working or conflicting, and there hasn’t been a crash bug for weeks, if not months. This hopefully means it should be relatively plain sailing. I’m close enough to release to actually be talking to my portal-publishing partner about the game, and will be directly contacting some portals closer to the release date.

In the big picture sense, Kudos 2 is a BIG deal for me. I’ve never spent so much time and money on a game before, and heading into a global economic downturn means potentially tough times ahead. If I can make Kudos 2 as big a success as my last big game (Democracy 2), then I’ll be trundling along ok and not nervously eyeing the bank balance. I think it’s a far better game than Democracy 2, although thankfully I always tend to be most motivated about whatever I’m currently working on (a big contrast with most people in mainstream game development).

Anyway, feature complete, today, hopefully code complete and on sale by the first week of October. *crosses fingers*.

Guardian Newspaper + Dublin radio?

I am on the front page of the IT-section in today’s guardian newspaper here in the UK. It’s an article about games piracy and the various responses to it. I should also hopefully be interviewed live *eek* on the radio in Ireland tomorrow, around 10amish hopefully.

here’s the online version:

http://www.guardian.co.uk/technology/2008/sep/11/games.piracy

Still working away on Kudos 2, doing play balancing and so on. Gradually getting there…

Fiddling with variables

A lot of the vital design stuff on my games is coming ton conclusions about cause and effect that are simple enough to work inside the context of a PC game.

Take alcohol. What are the effects of alcohol? Well they are many and varied, according to scientists and doctors, low levels of some alcohol can actually be beneficial as a prevention against heart attacks. High levels will ruin your health, and we probably agree that alcohol will give you a higher level of confidence, and relax you.

But… does it make you happy? This is a complex question. In my experience, alcohol exaggerates moods, so miserable people become more miserable, and happier people get more happy. The problem is, this is a bit of a personal opinion, and not easily explained in game terms. In the simplistic fashion of a sim game, alcohol makes you happy, albeit at the cost of reducing your concentration, and having potential health effects.

So I find myself wrestling with how to set the numbers in Kudos 2. Right now, you get a confidence and relaxation boost automatically from all alcohol, but only deliberately chosen alcohol in restaurants directly makes you happy. The happiness associated with alcohol from a bar or a wine and cheese evening is factored in with the other effects. If this seems slightly woolly, and not 100% accurate, it isn’t, but that’s game design. The problem is, you could add more and mroe complexity until the game took 20 years to make and a manual like a phone directory to play it. The trick is making the effects in the game seem just real enough to suspend disbelief, whilst still keeping it as just a game, and not an exercise in statistics.

Tis a fine balance…

costumers?

why is it so many people type ‘costumers’ instead of ‘customers’? is it a typo? or people who are confused? or is it some hilarious new internet meme I am not aware of?

Answers on a postcard.

The Positech Gamers Bill of Rights

Stardock did one, so here’s mine (in no order)

  • Gamers shall have the right to re-download a purchased game years later if necessary
  • Gamers shall expect a demo to be made available, direct from the developers site with no sign-ups, adverts or other junk.
  • Gamers shall not be charged anything to download their purchased game at a later date
  • Gamers shall have a direct contact email address for tech support, which goes to a real person
  • Gamers shall have flexible save game options, from any point, with unlimited slots.
  • Gamers shall not be pestered by un-skippable FMV scenes
  • Gamers shall not be bored by start-up advertising and logo screens
  • Gamers shall be able to expect windowed, full screen and alt+tab support from their game.
  • Gamers shall expect the developer to provide whatever information they can reasonably require in order to mod the game.

Thoughts?