Proof of Concept (POC) Everything

There is a good quote that always strikes me and I believe it is a good call to action for POCs.

Our approach to making games is to find the fun first and then use the technology to enhance the fun

-Sid Meier

If you just start coding your game from idea and start throwing stuff in you are not necessarily finding the fun first.  What I like to do is to figure out a cool concept, as few neat sounding game-play elements and code up some quick little programs to show off those game-play elements.

The key here is speed.  Do not spend time designing an awesome architecture.  Do not spend time making sure it is pretty.  Get the game-play in to your own hands and see if you still think it is fun.  For example, for Violent Sol Worlds we started off with the idea we wanted a top-down shooter.  So I started to create a POC of a guy shootingCowAndGuy.

This POC at first looked terrible, with borrowed graphics but I could walk around and shoot one immobile cow.  It turned out that it was fun to shoot an walk around, but the addition of blood from the cow made it more fun.  The feedback was the true start of fun.  At that point I thought the cow was detracting from the fun because it was an innocent cow.  What would it be like to shoot something that moved, and shoot stuff like a building etc?

  So I quickly threw in a wall and animated a bug creature I had been drawing.  It was a lot more fun to shoot something moving.  But the feedback was BLOODall wrong now for the bugs.  They would need to die.  So I coded in hit points and had them disappear when it hit 0.  This still broke the experience and the fun.

When I added blood and body parts from the bugs being shot and killed it changed the world.  It turned from something that I would launch and stop in seconds to something I found myself playing for minutes and it was just a POC.
20150510-143127_capture

You see without the POC I would not have noticed so many subtle things that make the action game-play fun.  It is about moving around and shooting, but it was more about what you were shooting and how it felt to shoot them than anything else.  This process did not take weeks, it took hours and the learning experience it was, was worth every minute.  It changes designs, it effects decisions, and best of all it’s a quick process and adds value.  


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May the Polls be With You

So I have started to use Twitter to post more polls.  This is not scientific by any means I was just curious as to what polls were like on Twitter and asked a few questions and will post the results here and blab about each for a little bit.

What’s your favorite Genre for games?

Scifi – 86%

Fantasy – 14%

This one was interesting to me.  I always though that it would be the other way around.  There are far more games made in the classic Fantasy worlds with goblins, orcs, and elves than a scifi universe.  This made me really happy actually that maybe that same old world that every fantasy game is in might not be the most popular thing out there any more.

Do you prefer to make PC or mobile Games?

PC Games – 80%

Mobile Games – 20%

I was a bit shocked by this as well.  Most people that answered prefer to make a PC game.  I find that interesting because it seems like the mobile market is flooded with a who’s who of human crap these days.  Maybe everyone should follow their heart and not where they think a market is.  It looks like creating mobile games is either undesirable, or it is a pain in the rear that nobody really loves.  Kinda gives you a good understanding why mobile games are all, for the most part, terrible.

What would you rather play? PC or Console Games

PC Games – 70%

Console Games – 30%

Very close to the poll above on what you would rather make.  A ten percent difference with most people who answered saying they would rather play a PC game. Seems like people would rather be on a PC than a console.  I do understand why now that console prices are so high and the games all cost $60 a piece.  I used to love consoles, now I never turn one on and play on my PC.  I really don’t care that much though, gaming is gaming and I am glad people can play on whatever they play on.

Is Game Development a Passion or a Business?

Passion – 100%

Business – 0%

I get this one was hard to actually click business.  If you click business you are not going to be able to feel like an indie game developer anymore.  That is not true really.  If you want to make it as a game developer you do have to learn that the business part is what makes it possible for anyone to see your product.  I think this shows us why it is so hard for indie developers to break into the market.  It seems that 100% of them are there for the love of it, not the distribution of a product.  Not a bad thing, but not the greatest thing to get your game to people to play it either.

Which are you looking forward to the most? or

Star Wars Battlefront – 25%

Fallout 4 – 75%

This one is still ongoing as of the writing of the article so I will only say this, I’M SO EXCITED!!!!


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It’s Important, There Will Be Plenty of Time at the End

Ask yourself one question, do you wait to do things until they have to be done?

If you answered yes, I wish I could smack you.  I can’t, so let me tell you how you make the rest of us feel when you simply take your sweet time and only pull miracles out of your rear end at the end of a task, milestone, or project.  Have you ever been so mad at a person stopped at a light on the road that just sits there for a long time after the light turned green that you honk and shout terrible things at them?  Yup, that person is you.  You sit there when an entire line of people is waiting to follow you and just stay still until somebody finally honks their horn.  You are that moron.

smackdown

If you hate the complete idiot at the light that just won’t go, do not be them by being the person who refuses to start their job until the last minute.  People might not honk at you at work or on a project, but they are killing you in their heads.  They are lowering their expectations of you.  They are getting frustrated that you do not pull through until the end.  I know what a lot of you are thinking, what does it matter I finish everything anyway?

Let me be the fist to tell you, it does not matter if you get it done it matters how you do.  See that moron at the light still makes it through the intersection, but he still is a moron.  So if you only pull through at the end, but you stress everyone out and cause people to have anger management issues you are no longer of use to good people.  The key to not being a complete waste of human existence is to not only finish what you say you will finish, but to finish it with honor and pride.  You cannot do that by cramming it in at the end like it is not worth your time.

For all of those people who are like me and get stuff done now and actually pay attention at intersections, I love you!  Keep being worthwhile and people of importance in the world.  You are appreciated.  If you see that guy or girl that slacks until the end, smack them, smack them hard.  I feel better now.


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These Are the Days of Our Gamedev Lives

So Last Friday, it was fun.  Fun like taking a kick to the zinger fun.  Here is how it all went down…

I started my day as normal, no problems.  Got to work and Aaron, our architect, let me know his car broke down.  So that is terrible for him.  We worked our normal, day job, day.  Then go to the weekly game development meeting for Violent Sol Worlds.  In this meeting we see the final art for some cars etc.  Then we begin to discuss the Kickstarter video.

See, we have somebody else helping us edit the video down and make it great.  That person is busy.  So we debate how to move forward to meet our deadline we set for the Kick to launch.  We figured we would end up editing the video ourselves.  Then we kept talking.

At this point I threw out the questions of, why not delay the launch, to start the conversation.  Then my head started to freak out.  Yes, one more delay.  I knew it was the right thing to do, but delaying one more week seemed like I was being asked to kill a puppy.  It was hard.  puppy

I tried to rationalize it away as I could take a week off and get ready for the deep dive in to design that we will have to take.  That did not work.  I then realized that I had to convince myself that the video will be much better because we wait the week and that we will be better off for it.  That seemed to calm my brain down a lot.  I also had to get myself in to a head space of there will be no more delays beyond that.  delay-no-more

So the basics is that we are slipping one more week on the Kickstarter we had planned to launch really soon.  So we basically were done with our meeting at that time.  We did what we always do, and walked out to the parking lot.  At which time Ben, sees his car tire is flat.

What a lovely day for game development.  It was a great test for the team to have nearly all of us have some sort of mental test that pushed us to a breaking point.  We held together, and made what I think were great choices.  Like I always say, when the world gives you lemons, it’s a trick, get an axe.

Getanaxe


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Math, it Tastes Like Chicken

So, I am going to throw this out there, I hate math and statistics.  With that let me tell you how important they are to understand.  Without math and statistics on your side you are doomed.

So with this mindset, I live in a world that math and stats matter.  I hate it, but it is true.  For example, if you want to be successful with you kickstarter, or Greenlight you can start throwing down simple math to see how you get to victory.  I won’t go into the math, but trust me the numbers are all on the internet just start making equations and get a good understanding of what needs to happen to make your goal possible.

I think my most recent mathematical observation was on Twitter.  I noticed that, women are the fastest growing demographic for gaming.  With that I dug up statistics of how many males vs. females I had following me on Twitter.  It was bad.  I only had 3% women following me.  So obviously I was talking simply to a male audience, either where I was talking, or how I was talking.

Women

So I started trying to do several different things to see if I could get that number to increase.  I changed one thing to start, I started putting more images in my Tweets.  That started the number of women rising.  I also started adding more, what I call mental content, like relate-able quotes etc.  Both those changes increased my percentage drastically.  Yes it is true, it looks like women are more intellectual than guys.  🙂

All of that was possible through statistics and math related to an actual situation in reality.  With information and data you are able to make changes and see the trends.  You are able to see mistakes that are not readily apparent in your current successes.  You can change subtle things and see how the numbers change and better position yourself in the community you are in.  Don’t overlook math and statistics, they are powerful and useful bits of information.  I suggest obsessing about them at least once a week.

I’ll leave you with this statistic – 4,869,900 page views per day on Kickstarter


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Indie Games – Mobile vs PC

I know this is not a battle, or a war.  I’ve just noticed that Indie game developers are kinda stuck reading articles and finding information that is not all that clear as to which area the writer was talking about, mobile or PC.

See this makes a huge different on the information that is presented, as for mobile, different things will work for marketing, and being successful.  I read all the time that the market is flooded, but no real information that tells me which market is flooded.  I’m making a PC game and read tons of articles about terrible things in the industry that are completely false.

I think that we, as indie game developers and writers, need to start being better AppStore-Vs-Steam_thumb[10]at telling people the area we are talking about.  If I look at Steam for example, it only has 4500 products on its store.  That is far from flooded.  The App store
though seems so full of junk, I even stopped looking for things to try on there.  So let’s just be clearer about which parts of the industry are harder than which other parts.

If you are coding an app that happens to be a game, I think you are in for a hard road.  If you are coding a PC game and think you can market it and get it in to Steam, I think you are fine.  There are major differences.  There are major differences in definition of the word ‘game’ on the two platforms too.  There are also differences in many vocabulary words for each platform.

Everything that I have written is through the eyes of PC development and marketing.  I hope that we can all get to be a bit clearer in the future.  There are two different industries here with similar skills and tools needed to create the product, but still two different areas of the economy that are drastically different than each other.


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7 Ways to Effectively Promote Your Indie Game

Promoting an indie game is an interesting thing to accomplish.  I am in the midst of learning it myself.  Here is the rundown of what I have so far that is of major help to begin to build a community and get interaction with potential fans.

1 – Website

Most people do not try to get through life without a home, and neither should your game.  You need a location to drive people to and a website is where you want them to land.  This is a place where you are in control, it is your world, your happy place.  It is filled with why they should love your product.  It should be the goal to get everyone in the world to here.

What should you setup?  It should look like your product.  Right now we actually setup a WordPress site with a theme that we could customize and make look like Violent Sol Worlds.  It does not take much and you have a good location for your potential fans to begin to hover around learning about your game.

To make it look like your product you will need a logo, screenshots, and important content that makes people feel a part of the game.  This is where the real work lies.  It takes time and effort to generate good stuff for the website.  It pays off to do it though, and the earlier you put this together, the longer is sits on the web gaining momentum for your eventual launch.  Create your webpage early and update it often with new and exciting things about your game.

2 – Personal Blog

This one is not as intuitive and making a website for your game, but is incredibly effective in driving people to it.  Start blogging as yourself, not as your game.  This is completely separate from your game, this is you talking about your life, your loves, your hobbies, your work.  What this does is it allows you to put out things that people can relate to.  It widens your net beyond your game.

Why do you need a wider net?  Well it is simple, if you want to be successful, YOU have to be successful, NOT your game.  If you are truly serious about your game, you will have many opportunities to plug your content in your personal blog and suddenly you are linking people to your website to see your game by talking about coding a physics engine, or AI.

This also allows for you to change pace, and blow off steam.  Often times in-game development you will get frustrated.  It is amazing how just writing about something will make you feel better.  Plus, many others that are trying to do the same thing will relate and turn to potential consumers of your content, which, in part, is your game.

3 – Twitter

This is like the Doom shotgun, it is the finest utility you have for marketing to actual people on a steady basis.  Sure the content lasts like 8 minutes, but it is quick, clean, and targeted.  You should create Twitter accounts for yourself, and your game.  Each one should be tweeting things that attract people.  You need a personal one that is different from your games because you should be promoting your blog as well as your game content with that one.  Your games account should be tweeting only about the game.

The key to twitter is consistency.  Don’t just tweet like once a week.  Spend the 15-30 minutes every day to queue up like 6 tweets that will go out throughout your normal work day.  You can use Buffer for that, it is nice, simple, and easy to use.  Get in to a good habit with Twitter and you will be amazed what you accomplish.

If you are interested in more things I learned about Twitter during my first year of game marketing go check out – 5 Things I learned About Twitter in a Year

4 – Facebook

Facebook might seem dumb at first for a game, it did to me.  But it is like a happy medium between a website and Twitter.  It does get a slightly different crowd and it is easy for people to share your content just by clicking a button.  Our Facebook page for Violent Sol Worlds was created late in the marketing game so we missed this boat a little, but it is a location people will engage in and promote your game socially.  Do not ignore the power of Facebook to drive shorter, quicker content for longer periods of time than Twitter.

5 – Reddit

Here is a simple, quick, and easy driver of people to anywhere and everywhere.  Take a second to go to Reddit and see what it is, a simple link to a site and an up/down vote.  Yes, you choose a sub-Reddit and simply post links with a nice title and it does the work.  People will come to your link and it has the shot of going viral on Reddit.

This is a somewhat of a hidden gem for me.  I ignored it for many years then just recently tried it for game traffic and was amazed how it worked for us.  It is again, not the golden arrow of marketing but it does allow for you to at will get some form of traffic to new content about your product when you want and need it.

6 – IndieDB

IndieDB is a large community of indie game developers with their studios and games posting there to promote their products.  The interactions there seem light, but the traffic that shows up to news, or new images cannot be ignored.  You should create a landing page there and join that community.  It is just another way to cast a larger net and does not take an amazing amount of effort to maintain.

I found that images are powerful, videos are not so powerful.  So simple screenshots and a news article can drive you up in the rankings and get more people to care your game exists.  We started our IndieDB site early thinking it could be the home for Violent Sol Worlds, but it is not a good spot for that.  It is a great addition to your marketing campaign though and should not be left out.

7 – Kickstarter/Steam Greenlight

These two are the elephants in the room.  They are awesome marketing machines.  They both have a community that is massive.  They also are customer oriented events.  The thing about these two is that they are events.  What do I mean by events?  They will take up a massive amount of time to get up and launch.  Ours is in the planning stage now and nearly ready to launch for both Kickstarter and Greenlight and we have worked on them for about 2 months now.

They are worth it.  Once you get something you want to market on a scale larger than your own website and blog you should put these together, but remember schedule out about 2 months of work here.

Conclusion

There are many more things you can do to market your game, no doubt.  The one thing to remember is that you should cast a large net.  Don’t just market your game, market yourself.  This allows for you to say much more than my game is awesome.  Your game is simply your product, and often times people need more than that.  If you can show that you are an awesome person, that is enjoyable to listen to and read about, people will be more likely to buy your game.  People like to connect and support others who seem like real, quirky, people.  Be yourself and good things will happen.

Proud Parent of a Kickstarter Page

It is no secret for the past two months the Violent Sol Worlds team has been working on putting together a Kickstarter.  The thing is we did not think it would take this long.  We figured a month and it would be out the door.  A month is a very long time to work on essentially an elaborate blog post that asks for fundiMoreCowbellng.

Well we are on the second month now.  It just keeps going.  We had something that could have launched a month in.  There just was not the pride I feel today for it, it needed more cowbell.  

The second month really took our content and polished it up and made us move from a Kickstarter that we kinda just needed to launch to one I want to launch.

See, At first you develop all the things that Kickstarter wants you to fill in etc.  You play by the rules and do exactly what they say.  I encourage anyone doing a Kickstarter to do it that way, just get it filled in and able to go to review.  Then stop and take the time again to make it something you would even put on a resume.

I never want to do anything anymore that is just enough to get to launch.  That is not a great way to live.  I want to make sure that I do enough to make the world notice that there was work there.  Simply filling out the forms and getting it ready to launch was work, but launching it then would have looked like we just threw it together.  I want to make sure people see it and think that is a great Kickstarter page.

I also learned that you should not do the hard work to make anything above and beyond without doing it just for the work.  Don’t expect anything beyond the privilege of working on a quality product.  Hope for the best but be rewarded by launching a Kickstarter that you would write home about.  I’m going to choose to be proud of what I have helped put together.  I look forward to the world seeing it.


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I’m Too Excited to Sleep – Meet Avrio

I am so excited.  Yes me, calm me.  For those of you that know me I am always excited, but today more than others.  We have started something awesome for our game Violent Sol Worlds.  We have started releasing weekly content posts on our site ViolentSol.com

worlds

You are a galactic settler dropped off on a distant planet to help humanity with its overpopulation and lack of resources on the core worlds.  In the game you will be playing in a top-down perspective and enjoy an awesome scifi theme.  The neat thing about it is that you will be able to craft tons of things like other survival games, but we also include vehicles in the crafting.  So you can not only drive a car but you can build them as well.

While you are surviving in the game you will also be enjoying the AI Overlord.  It will make sure you are having an engaging time on your new planet.  Gone are the days when you figure out survival and it is no longer part of the game-play.  The Overlord will inject new events, missions, and general awesomeness into you game and keep it fresh and new for you.

AvrioLogo_2

OK, back to the content releases.  Violent Sol Worlds is not only a scifi survival game, it has a huge, and rich, background story to it that you will experience in game.  We are releasing this content via posts on ViolentSol.com every Friday starting now with the Avrio Corporation.  We hope you enjoy the rich world we are building that you will be surviving in.  Come read about the Avrio Corporation and keep up to date by following us on facebook.

Make Daily Mistakes

Although I do not like hanging out outside my house, I do not terribly hate the existence of people.  They make the world fun.  The truth is people are dumb, make mistakes and inject a certain amount of randomness into the world that not everyone can enjoy.

When you work as a team and you see yourself as a team player you need to be one of those people that can roll with the mistakes and see the genius in them.  When people create problems they do so simply by trying new things, they are learning.  Encourage that.  Don’t be the moron who wants everyone to just be mistake free, that means nobody is stepping out of their happy place and learning anything.

When it comes to yourself, make sure you are making mistakes daily.  If you are not making mistakes, you are not living life like you should.  Mistakes are the key indicator to learning and experimentation.  If you feel like you are mistake free, take some time to figure out a good area to explore in a new direction.  It’ll change your life, literally.


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