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3/30/2007

I May Be a Shadetree Game Designer…

Filed under: — joeindie @ 4:01 am
I May Be a Shadetree Game Designer…
 
I may even be a server-side programmer these days.
 
But I still *SUCK* at Linux server administration.
 
Because I wanted to upgrade my blog software … I discovered I had to upgrade mySql. And that was when it all went to hell. Or Hell. Or FUCKING GODDAMN HELL that reached out sucked in davidrm.com, joeindie.com, and a couple of my other domain names and tried to EAT them.
 
12 hours later…
 
I’m back to the version of mySql I had before.
 
I’ve given up the idea of upgrading that particular blog.
 
And I think it’s time to admit the obvious: As much as I love Linux for servers (and I do), I can’t admin it to save my eff-ing LIFE.
 
-David

3/24/2007

Shadetree Game Designer

Filed under: — joeindie @ 2:05 pm
Shadetree Game Designer
 
Blatantly copying Borrowing some text from Wikipedia:
 
The term “Shadetree Mechanic” is a general term for people who enjoy working on automobiles in their spare time, usually in their own driveway, taking up basic DIY upgrades as well as basic maintenance.
 
For the past few years, my online game Artifact has been in a “holding pattern”. That is, the game has basically been stable and, for the most part, breaking even. And mostly ignored. For right at 2 years, the game wasn’t updated at all.
 
Why? Primarily because the game has been stable. But also because I’ve been focusing on The Journal and the new Paintball Net project. After all, The Journal does much better than “break even”, and Paintball Net has an investor now who gets a bit antsy if there’s no progress. In other words: motivation isn’t lacking (external motivation, anyway; sometimes internal motivation wanders off and does its own thing).
 
Also, Artifact went on the backburner because my partner in Samu Games, my brother Dug, bowed out of the company at the end of 2005. Since we first started working on the game in 1996, Dug was the server-side programmer and I was the client-side programmer. With Dug out of the picture now, it didn’t look like there was much more going to happen to the game.
 
So, yeah, holding pattern. Keeping it online, and hoping it didn’t intrude on the daily routine too much (besides payment processing; someday I’m going to have to automate that better; still, handling money doesn’t bug me so much).
 
And then …
 
Oh, yes. And then.
 
It was a long weekend, not very long ago when my server host for Artifact abruptly decided that they were moving their facility. From one in Florida, to one in Texas. And since that meant we were moving to new hardware, with a new IP address, suddenly I’m struggling to get the game moved. We hadn’t physically moved hardware in several years. Nothing like trying to remember what paths and files and sticky bits need to be found again and moved and put back in  place properly.
 
I didn’t appreciate that, at all. That’s now somewhere on my list of 25 Worst Ways to Ruin a Perfectly Good Weekend.  I’d been told there would be more time to move. There wasn’t. I didn’t appreciate that either.
 
In the end, though, we didn’t lose anything too important. Just some statistical information from 2002 through 2007, and one Wiki (not related to the game, just cohabiting the server) got hammered.
 
Anyway. New, more modern hardware sounded good. Now that I was there.
 
Sadly, no.
 
After 2 weeks, it was clear that the hardware wasn’t up to the task of hosting the game. Players were yelling loudly and I could almost feel the heat of the server melting from a distance of 200 miles. Fortunately, the host kicked in a free RAM upgrade, and a bit of CPU tweaking, and that helped.
 
The players calmed down, and my own blood pressure reduced back to more normal levels.
 
Still, so much for letting Artifact alone and it leaving me alone.
 
Having spent 2 weeks in a row worrying about the game, I figured, “Hell, while I’m here…” I dusted off the accumulated list of bugs and feature requests and spent a week updating the client software.
 
Oh, there’s *nothing* like looking at code old enough that it could be in middle school by now. But I managed, and the first update in 2 years went out. Followed the next day by the first emergency bug-fix in 2 years.
 
Then, I did something I had never done before. Not once in the eleven year history of the game.
 
I looked at the server code.
 
ANSI C, for the curious. And put together pretty well, I think. Three cheers for Dug. :-)
 
Then I made my first, very small changes to the server code. In vi. Because that’s how hardcore Dug is. (I’ve since downloaded the source code to my laptop. I will use vi if I have to. For years in the 1990’s I used to use vi professionally, on a daily basis, and I can still swap “stupid vi tricks” with the best of ‘em. But … well … it’s vi. <shudders>)
 
After some IM back and forth with the departed Dug, I got the project built, and even figured out how to deploy the new executable.
 
And here’s the point of this whole, rambling post: Now I’m hooked.
 
With the release of Artifact 2, we parameterized much of the game. Combine that with a growing familiarity with the server source code, and … well …
 
I get to tinker. I get to flip switches, change constants, and then set the players loose on the changes to see how they like ‘em (or don’t). The core of the game won’t be messed with. Much. But outside of the core, I can see a lot of room for twiddling. And maybe even improvements.
 
I don’t know that Artifact will ever grow back to the heights it saw in 2002 and 2003. But I think it could have some life left in it still. It’s still fun to play–in a charming, old-enough-to-be-retro, life-sucking kind of way.
 
And it’s fun to play with.
 
I guess I’ve started modding my own game. Is that a new form of dogfooding?
 
-David

3/20/2007

Fortran, We Hardly Knew Thee

Filed under: — joeindie @ 12:41 pm
Fortran, We Hardly Knew Thee
 
I read in the Times today:
 
“John W. Backus, who assembled and led the I.B.M. team that created Fortran, the first widely used programming language, which helped open the door to modern computing, died on Saturday at his home in Ashland, Ore. He was 82.”
 
I never programmed in Fortran. I’m more familiar with its descendants, like BASIC, with which I learned how to string together commands to make little blocks of colors move across a screen in the mid-1980’s.
 
Still, I feel a bit saddened.
 
Good-bye, John. I’m sure you would’ve been damn fun to talk to.
 
-David

3/18/2007

"How do I know my game will be fun?"

Filed under: — joeindie @ 6:35 pm
“How do I know my game will be fun?”
 
You don’t. Not until you build that sucker and let players loose on it.
 
And you just better get used to disappointment.
 
And that’s the hard, bitter truth of the matter.
 
 
“Life is pain, Highness. Anyone who says differently is selling something.”
–Wesley/The Dread Pirate Roberts
 
Of course, this blog is mostly read by indies. Who, like me, and in our utter and extreme arrogance, just assume that any game we make will be fun. Duh. :-)
 
-David

3/17/2007

$50M in Online Ad Revenue Takes a Lot of Work

Filed under: — joeindie @ 11:07 am
$50M in Online Ad Revenue Takes a Lot of Work
 
Reading The New York Times this morning, I ran into this blog post:
 
Three ways to build an online media business to $50m in revenue by Jeremy Liew, a venture capitalist at Lightspeed Venture Partners.
 
In summary, Mr. Liew determines that even if you ran the type of site that can get the largest advertiser payments per user you would have to be immensely popular before you could make anywhere near $50 million in online ad revenue.
 
How popular?
 
If you want to have a site with a “broad reach (say general social networking, communications, news)”, you would need about 4 billion visitors per month.
 
Narrow your target some to “demographic targeting (say a Latino portal, or a sports site (targeted at men) or a social network targeted at baby boomers)” and you only need about 800 million visitors per month.
 
The last target Mr. Liew talked about is a site with “endemic advertising opportunities (say a site about movies that movie studios will want to advertise on, or a site about cars that auto manufacturers will want to advertise on, or a site about travel that hotels and airlines and online travel agencies will want to advertise on)”. These can get by with a measly 200 million visitors per month.
 
The Times article, “Popularity Might Not be Enough” (account required), included a quote from Tim O’Reilly, the chief executive of O’Reilly Media, a publisher of computer books. Mr. O’Reilly wrote on his blog (according to the Times article; I couldn’t find the particular post):
 
“This may be why more entrepreneurs are going for low-investment sites that don’t need an exit but provide ‘lifestyle businesses’ for their owners.”
 
In other words, these people are creating small, targeted sites that be managed with a team of 1-2 people and leverage services like Google Ad Words. If they make any money, it won’t be huge, but it might be enough for the team to live on–or at least get the occasional free beer.
 
In other other words: they’re indies.
 
Looking at it a completely different way: Online advertising sucks. :P
 
-David

3/16/2007

Sqrib (is not a word) on Tams11 Lobby

Filed under: — joeindie @ 10:54 am
Sqrib (is not a word) on Tams11 Lobby
 
Sqrib (which is emphatically *not* a word–and is the game formerly known as Inkling) is back on the Tams11 Lobby.
 
 
Sqrib is a multi-player crossword game for up to 6 players. Make 5-letter words left-to-right and top-to-bottom in the 5×5 grid, using letters given by each player. The challenge comes from having to use every letter picked by the other players.
 
 
Sqrib is based on a word game reportedly played by the writers at Paramount Studios in the 1930’s and 1940’s. The writers called it simply the “Word Game”, and played it over lunch in the studio cafeteria, with the grids stamped on scrap paper.
 
I read about the “Word Game” in Lost in the Horse Latitudes, a (very old) book of short stories and humorous essays by H. Allen Smith that my wife picked up at a library sale. The book was printed in the 1940’s.
 
Under the original name, Inkling, the game was on Tams11 Lobby from 2003 until sometime last year, when an architecture change to the lobby rendered it incompatible. Now it’s back. Because I gave it a new name–and fixed it.
 
Why did I change the name?
 
Several reasons. Or maybe just 2. Though I expect I’ll think of more as I go along.
 
1. “Inkling” is a great name. But … it’s 7 letters long. I didn’t think of that, though, until after I had already finished the game and it was online. Oops.
 
2. “Sqrib” is 5 letters long, so it matches the primary motif of the game.
 
3. “Sqrib” is more unique, a play on the word “scribble”, and has a “Q” in it. You can’t go wrong when you’re game name as a “Q” in it. Cases in point: Quake, The Qims, and Qinal Qantasy QQ.
 
4. As I’ve mentioned several times, “sqrib” is *not* a word. And if you ever play the game, you’ll find that discovering weird and bizarre 5-letter words you never knew existed can be fun–and can save you from a lack of points at the last minute. On the flipside, you also find out a *lot* of 5-letter combinations aren’t words at all, no matter how much you might hope they were. Like, for example, “sqrib”.
 
So, yeah, this is me pimping my own silly game that will likely never win any awards nor generate any significant cloning attempts. And pimping my friend’s game lobby.
 
It’s my blog, though. I get to do that. 8-)
 
-David

3/15/2007

8 Years Ago Today

Filed under: — joeindie @ 5:01 pm
8 Years Ago Today
 
On the morning of 15 March 1999 I booted my computer for the first time as a full-time indie developer.
 
Let’s review:
 
1999 – Not a horrible first year. Artifact went into beta testing in April, and into full release in October. I started designing and coding The Journal 3.
 
2000 – A rush project for a game publisher took the first 4-5 months of 2000. Artifact 2 came out. I learned how important it was to properly take out money for taxes. Parts of The Journal 3 retrofitted into The Journal 2, since TJ3 was a long way from done and I needed to release an update.
 
2001 – I completed The Journal 3. That took most of the year. I re-learned the importance of taking out enough money to cover taxes. My second child was born.
 
2002 – I started the first, new Paintball Net project. That took most of the year. Some updates to Artifact and The Journal 3. I started writing The Indie Game Development Survival Guide. Financial implosion.
 
2003 – I finished writing The Indie Game Development Survival Guide. I released the first add-on packages for The Journal (MemoryGrabber and Writing Prompts 1), plus continuing development on The Journal (like the addition of blog support). Artifact 2.1 (Now with Dragons!) released. I designed and developed a small game, Inkling, as a birthday present for a friend. The beginning of financial recovery.
 
2004 – This year kicked ass. I spoke about indie game development at Free Play in Australia and at the Science Centre in Singapore. I also covered a huge conference in Singapore as “foreign press”. The Journal 4 was developed and released. With Sande Chen, I began writing Serious Games: Games that Educate, Train and Inform.
 
2005 – Finished writing Serious Games: Games that Educate, Train and Inform. Formed a new company to try again and get the new Paintball Net finished. More development on The Journal, including the release of a new add-on package (Devotional Prompts 1).
 
2006 – Lots of work on the new Paintball Net, mostly to get cel-shading working in TGE. The Journal 4.1 developed and released (now with Reminders!). Lots of writing in 2006, including participation in NaNoWriMo.
 
Summaries always make it look like almost nothing happened. Seemed a lot longer, living it. :)
 
A few giddy heights, a handful of harrowing lows, but, overall, a generally upward trend. Here’s hoping upward continues. :)
 
-David

3/1/2007

GDC Is Next Week

Filed under: — joeindie @ 3:08 pm
GDC Is Next Week
 
I won’t be attending the Game Developers Conference this year. I decided to stay home, maybe get something productive done in March. For a change… ;-)
 
I’ll miss hanging out with friends, though, and business associates, and meeting lots of new industry peeps.
 
And I’ll miss the parties with the open bars.
 
And the kitschy swag from the expo. (My kids will miss this one too. It’s always an event when Daddy comes home from GDC.)
 
And walking around downtown San Francisco.
 
Oh, yeah, and maybe a few of the sessions.
 
Those of you that are going: Y’all have fun.
 
-David

The Indie Game Development Survival Guide
by David Michael

Serious Games: Games that Educate, Train, and Inform
by David Michael and Sande Chen
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