Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Refreshing the Project Plan

Welcome to the first Freshly Squeezed Progress Report of 2024!

In my last report of the 2023, I was ending a bout with COVID, I had finished some tasks to make the intro sequence more interactive, then found a need to do an assessment of my project’s needs in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

Since then, I’ve focused mainly on creating a fresh backlog of tasks for the project.

Due to the fact that I was still recovering from COVID, I didn’t make a plan for the week after my last report, and I felt like I ended the year quite poorly. You can read more in my review of 2023 and preview of 2024 post, Planning 2024: Building on the Successes of 2023

I did, however, spend some time optimizing the dungeon rendering code, mainly by removing some text logging. I’m not sure how much faster I can make the inner loops of my raycasting code, but once the logging was removed, the game ran so much smoother on both my relatively underpowered laptop and my phone.

That logging helped me debug the code as I was developing it, and while I had turned off outputting the actual logs, the act of creating the logs was still slowing things down significantly.

The next bit of optimization was to only calculate what to render when needed. That is, calculating raycasting for the floor, ceiling, and walls, plus objects such as doors, is expensive, but if the player is idle, there is no need to do all those calculations each frame. This isn’t an action FPS, after all.

So now the dungeon view only re-calculates when the player is actively moving or performing actions, and otherwise it just re-renders what it figured out the last time.

My laptop fan used to whir loudly when I was in the dungeon even if I was standing still, but now I can leave the game idle for quite a long time without any noticeable battery usage or CPU usage.

Now, while I can’t see obvious ways to optimize the rendering code that calculates what sprites to create and/or render, I think I can still improve how it stores what to render. For instance, while the floor ends up becoming a single texture that gets blitted at once, I believe the walls and objects are still a collection of single-pixel wide columns, and if I similarly turned those into a single texture, then when the game is idle it can do three draws (ceiling, floor, and walls) rather than 2 + however many columns wide the dungeon view is. And in fact, why not just create one sprite rather than three while I’m at it?

Anyway, after I spent my first week of the year making plans for the coming year, I looked at my game’s backlog and found myself still unhappy with it. Some of it was created at the beginning of the project, and they seemed to prematurely assume certain mechanics and content that I have since decided I don’t want to put in the game.

So I created a new tab in my project plan’s spreadsheet to create a new backlog from scratch.

Since this game project is already over a year old and I want to ship it sooner rather than later, another benefit to redoing my backlog is that I can focus on trying to limit new features while also honing in on game content and game play more than infrastructure code.

As I said in my last report, “But after a year, I think I need to do an assessment of what features and capabilities I still need as well as what the game content will need to be. Too much is still too vague, and I really expected that more would be defined and playable by now when I first started. ”

I have since come up with almost 40 tasks. I know this isn’t a comprehensive list. It’s impossible to anticipate everything, at least in a reasonable amount of effort and time. Plus, in the past, I have found that implementing one feature sometimes reveals the need for more player feedback or other supporting features that I might not anticipate until I have played through the game or had a playtester tell me when they got confused or lost.

But I also know that there is still more to work on that I haven’t specified, especially since many of the tasks I did identify are still capability-related: features I implement that allow me to develop game play around them later.

For example, “Render animated dungeon textures” eventually will allow me to show water flowing on the floor or spilling from the walls. “Update which texture should be shown in dungeon cells” is about allowing me to change a texture based on the state of the game, so if I have a tunnel with no water, but later I want that tunnel to feature flowing water, this feature lets me do it.

But what isn’t quite captured thoroughly yet is that kind of game content. I don’t have tasks for creating those tunnels, or for creating the player’s ability to flood a tunnel with water by turning on pumps or opening gates.

I do have some tasks for finishing out the intro sequence, which involves illuminating a too-dark passage and using teamwork to remove a heavy beam from in front of a door you immediately discover. But I need to get concrete and specific about the rest of the actual dungeon contents.

Which brings me to the other part of my work this past week: worldbuilding.

About this time last year, I had ideas and even mapped out a rough idea of the “first” level (which I have since decided will be the only level for this game’s first release). I also had ideas for interactions with entities you discover in the dungeon.

But even today, none of it was very real. It was on paper, it was in my head, but it wasn’t detailed enough to actually implement yet.

So I spent time mentally walking through what the player could do after the intro sequence completes. What happens when the player opens that barred door and finds themselves in the rest of the dungeon? Where can they go? What can they do? Who can they meet?

The Dungeon Under My House - worldbuilding

The Dungeon Under My House - worldbuilding

And then I tried to figure out how to ensure I need to implement the minimum number of new features.

I had envisioned a platform in which you can look down into a reservoir or a sewer tunnel, but with my custom raytracing code, I would need to implement a way to render floors differently based on height. It is probably easy and quick to do, but what if I just don’t do it at all? That’s even faster.

So my workaround is to allow access to reservoirs and sewer tunnels by way of hatches and ladders. That I can do with my existing features.

I have a rough idea for one particular character, and I hope to identify even more in the coming weeks. And since conversation is supposed to be such a key part of the game, I really want to continue working on the dialogue system.

But I need to capture these game content and game play tasks in my plan. I’m worried that if I only average a little over 7 hours a week like I did last year that it means I’ve already identified too much work to get done by the end of June. And that’s probably fine, it could be a little late. But I really don’t want to discover too late that this game requires another calendar year of development, so I’m hoping I can get as much of the known tasks in front of me so I can figure out how to prioritize them and how to scale them down. I’ve already decided that instead of having a special notification for some events that instead I could use the existing script/dialogue code to present information to the player, for instance.

Here’s to 2024! Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Games Personal Development

Books I’ve Read: The Beauty of Games

I don’t remember how I came across this book’s existence, but I put in a request for it at my local library at some point, and then one day I got notification that my book was ready to be picked up.

And it was a delight to read!

The Beauty of Games by Frank Lantz

The Beauty of Games by Frank Lantz, part of the Playful Thinking series from MIT, starts out by ignoring the “Are games art?” question, but then the argument being put forth is still a large undertaking: a grand unified theory of what games are and how they are important.

Lantz argues that games are an aesthetic form, on par with other aesthetic forms such as music, film, and literature. He argues that while “art” implies certain claims, “aesthetic” merely describes. “The aesthetic is a domain, not of a certain kind of objects but of a certain type of activity, an ongoing process of dialogue and discussion, a series of conversations in which we ask ourselves and each other – what is interesting? What is beautiful? What is meaningful? What is important?”

By talking about games as an aesthetic, Lantz avoids needing to worry about needing to define which kinds of games might be considered art, where the borders are. He makes the claim that all games, not just modern computer games or a subset of them, including chess and tennis, belong in the domain of aesthetics.

I’m no academic, and so I wasn’t familiar with any similar arguments about painting, sculpture, dance, music, literature, film, etc. So perhaps The Beauty of Games was a nice intro to the concept of aesthetics, the idea that an aesthetic experience is for its own sake. Lantz compares the work of looking, the need we have to identify threats in the world, recognize familiar people and locations, and notice changes, to the activity of looking at a painting. We don’t need to look at a painting. We don’t look at paintings in service of some other goal. We do it because the purpose of looking at a painting is looking at a painting.

I loved this concept: that an activity, such as looking or listening, that often has a real-world, beneficial purpose, gets applied for its own sake in certain contexts. We do these activities to better understand these activities.

Looking at artworks. Hearing music. Moving our bodies in the form of a dance.

And playing games, which Lantz argues is about thinking and doing for their own sake.

The turn of phrase that I particularly loved was the idea that “games are thought made visible to itself.” Most of our life, we spend it by thinking in order to accomplish something. We think to earn money, we plan our groceries so we can eat during the week, we win arguments, we budget, we schedule our time. But with games, our thinking and our awareness of our thinking is done for its own sake, and it can be entertaining, and it can also be insightful.

I liked that Lantz focused on not just what games could aspire to but also what they currently are. He compared games such as Go and poker, QWOP and Wipeout, and pointed out that these games already help us see the world differently, help us navigate our own minds with new appreciation for how we do it.

It never occurred to me that the probabilistic thinking of poker was so tied to game theory and to contributing to how someone might understand something like quantum mechanics better, but also to understanding how to model the day to day world we navigate.

At one point, Lantz talked about what impact games could have, specifically in terms of systems literacy. Games are very closely related to systems and to software, and so they can help us understand complex systems that exist in our real world.

Systems are dynamic, and they sometimes have side-effects, which are sometimes unintended. Our criminal justice systems, or our political systems, or our economic systems, all need nuanced understanding.

Playing games is about understanding complex systems. Knowing how to balance all of the mechanics in a farming sim doesn’t mean you know how to work on a real farm, but it might help you to understand a little better how the economy works.

Sounds good, but then he points out that if it is true, and if all games have this capacity, then we should already see these kinds of benefits in the world. Instead, he highlights how “in its most prominent forms, gamer culture often seems to demonstrate exactly the opposite – a way of engaging with the world that is stridently anti-intellectual, stubbornly literal-minded, completely inflexible, combining extreme naivete with massive over-confidence, and willfully deaf to the subtleties of systems thinking even as it exhibits a highly effective practical mastery of actual, real-world networked systems.”

It’s a sober passage about how, even if games COULD have so much potential to help us navigate the complex systems in our lives, so far we haven’t taken advantage of them in that way.

And of course, games don’t NEED to teach us. They are for their own sake, after all. But it definitely feels like a miss for our society if we have this amazing capacity to help improve society, to improve our creativity around approaching our society’s various and interlocking systems, and instead we acted like games are only meant to be frivolous (see how the mainstream media treated Willis Gibson after his amazing accomplishment of doing what was once thought of as impossible, getting the killscreen in Tetris) and so our society’s systems are also treated simplistically and suboptimally, that “the most advanced forms of systems literacy in games are ones being applied by product managers and marketing engineers to maximize engagement and not the kind we would want players to develop for themselves.”

Lantz points out evidence of gamer intelligence, ways that games change how we think, can be positive. Game players learn about randomness and statistics not in a classroom but by actually practicing it when they participate in MMO raids and when choosing how to bet before the river is revealed in Texas Hold ’em. They can understand the concept of state machines when they kite an AI-controlled enemy or need to lay low to avoid the cops for awhile in Grand Theft Auto games. I especially loved the passage about how game theory came about due to John von Neumann’s fascination with poker’s uncertainty in the face of multiple players all trying to anticipate each other’s moves.

Game theory, while it had far reaching impact, also led to the concept of Mutually Assured Destruction, the idea that nuclear powers probably don’t want to launch a nuclear strike first because opposing sides will have enough retaliation capability that everyone suffers unacceptable losses. Lantz points out that the film Dr. Strangelove pokes fun at the idea of game theory, its disconnection from reality and sensibility.

But then he says one of my favorite parts of the book, “But consider for a moment that the opposite might be true. It is possible that, without the cognitive toolset of game theory and its capacity to coldly calculate the unthinkable, humans might have destroyed the planet with nuclear weapons.

Maybe, just maybe, a field of knowledge that came out of a close analysis of Poker saved the world.”

I’m happy that I had access to this book thanks to my local library (did you know you can often request new books, and they will sometimes get them for you?), but I’m sad that the book is due back. I want to add this one to my collection.

Categories
Game Development Marketing/Business Personal Development Politics/Government

Planning 2024: Building on the Successes of 2023

It is time for my annual review of the previous year and preview of the coming year!

How did 2023 go for me?

Well, it was a mixed bag, but I am very excited about my successes.

Last year, I wrote in “Reviewing an Underwhelming 2022, Previewing a Better 2023”:

I normally would right-size my goals based on the previous year’s results, but I think last year was an off-year for me. I think those goals are still doable despite the fact that I didn’t get them done.

So, I’m keeping them as my goals for 2023:

  • Release at least 2 Freshly Squeezed Entertainment games by December 31st
  • Increase my newsletter audience from 25 to at least 37 subscribers by December 31st
  • Earn at least 1 sale per month by December 31st

That’s at least one new subscriber and at least one new sale each month, and I’ll need to focus on shipping as quickly as possible to get two games out.

To hit my goals, I had two priorities: game creation/development and game promotion/awareness building.

Published Freshly Squeezed Entertainment Games (Target: 2) — 0

Despite putting in significantly more game development hours than I have ever tracked before (averaging over 7 hours a week, which still isn’t much in the grand scheme of things), I released 0 new games.

That’s two years in a row in which I did not publish a new game.

Much of my current business strategy depends on releasing games in my Freshly Squeezed Entertainment line, which are polished, playable prototypes that provide complete entertainment experiences and are given away for free. The general idea is that the games are supposed to be quick to develop and have a low barrier to entry so that they are more likely to find an audience. I hope to get feedback from that audience, and if enough interest exists, I can always create a “deluxe” version of the game that I can sell.

So not releasing a game isn’t great, because there cannot be an audience for a game that doesn’t exist.

My current project, The Dungeon Under My House, is perhaps too ambitious for my goals. Or maybe the scope of it is. For example, I spent a significant amount of time developing a way to customize the main characters in the game, and perhaps if I had my producer hat or my product development hat on, I could have decided that such work was a nice-to-have that could go into a potential deluxe version of the game so I could focus on the core of the project.

I am going to continue working on it because I like the concept (a non-violent 1st-person dungeon crawler focused on conversation and relationships) and I want to see it through, but I am really going to need to identify exactly what I want in the game and be strict about recognizing nice-to-haves vs enhancements that help make the game playable.

GBGames Curiosities Newsletter subscribers net increase (Target: 12) — net 5 (+8, -3)

My goal was to increase my GBGames Curiosities Newsletter subscribers to a total of at least 37, up by 12 from the previous year. In last year’s review, I lamented that I only increased the number by 3, which was only half as much as I gained the previous year and a far cry from 12.

My newsletter (have you subscribed and gotten your free player’s guides yet?) is the core of my business strategy. As such, it is very important that I grow my audience of people who are interested enough to hear from me that they give me permission to reach out to them.

I started the year with only 25 subscribers, and I ended the year at 30.

I gained 8 subscribers, which is more than I have gained in any one year since I rebooted the newsletter in 2020, so that’s good.

But for the first time since then, I had 3 people either unsubscribe or otherwise get removed from my newsletter.

So, this goal’s metrics had a positive trend, but I didn’t hit my goal and while I expect that over time people might unsubscribe or drop from my newsletter subscribers, I hope it doesn’t become a trend itself.

Sales (Target: 12) — 13

Ok, I am seriously excited about this one!

In the past, I’ve set sales goals such as “$10,000 in sales” or “$10/month in sales” or “1 sale per week” but I’ve always fallen short. They never really motivated me to take the drastic action needed to make them happen.

In 2022, I set a goal to sell at least one game per month, which I considered both a doable yet challenging goal. I figured that if I could hit this goal, I could build upon it, and maybe I should try to hit this seemingly small goal before worrying about making enough in sales to get anywhere near full-time indie status.

But 2022 was kind of a bust, and I had only 4 sales, which I guess was good despite my lack of promotion efforts.

In 2023, I took advantage of itch.io’s various sales and Creator Days throughout the year. Things seemed promising early on when I sold 4 copies of Toytles: Leaf Raking in March through itch.io’s Creator Day sale. I had done a little promotion on social media, and it seemed to be working out well! Add to those sales the two mobile sales I got, and the first quarter of the year was telling me that I was going to make my sales target early!

And then months went by with no sales, until itch.io had a Summer Sale followed by a Creator Day sale in August. I sold one copy of my game in each sale, plus someone donated money to get my free game Toy Factory Fixer. Mathematically, I was still on track for 1 sale per month, but it was disappointing that sales had slowed down.

My biggest disappointment was the combination of the Halloween Sale and the Black Friday Creator Day sale. Despite the time and effort I put into promoting my games then, including the creation of videos, I sold no copies of my game at all.

Luckily, for some reason, I sold three copies of Toytles: Leaf Raking for mobile between November and December, bringing my total to 13 sales for the year.

So on the bright side, I not only hit my target but exceeded it!

But I wish I knew why suddenly people decided to buy my game at the end of the year. Half of my sales came from itch.io, and as that’s where my promotion efforts were aimed at, it is clear that those sales came from my efforts.

But I don’t have any way to determine how customers found the game on the other app stores, and I would much rather have a good idea for how to reproduce these results.

Analysis

I had more sales in 2023 than I had in any of the previous 11 years. In 2011 I had sold 23 copies of my first commercial game Stop That Hero! totaling $91.25 in take-home money, which includes pre-orders as well as actual sales, but ever since, I’ve had very inconsistent and much lower sales numbers.

In 2023 I earned earned $103.91 from my 13 sales. That’s what I get after the various stores take their cut (which is why Creator Day sales are so nice, as itch.io allows me to keep all proceeds from sales on those days). That’s more than I’ve earned in the past six years combined and more than I have ever earned in sales from a single year.

So, relatively speaking, 2023 was a great sales year for GBGames! I mean, I know this is barely pizza money, and I’m not quitting my day job yet, but I set a new baseline for myself and my business!

How did I do so much better than previous years? I spent more time on promotion than before.

I think a big part of my early success was taking advantage of my Facebook page for GBGames. While I always shared my blog posts on that page, I otherwise didn’t do much with it.

At the beginning of the year, I decided to post daily on it. Monday through Friday, I would make sure I had at least one post on my Facebook page. While I still had my blog post link on Mondays, I also started sharing images of my past games, with links to their pages. I also would ask people to sign up for my newsletter weekly.

I didn’t expect miracles, but I thought things would grow, if slowly. I quickly got frustrated with Facebook’s algorithms because I was in a catch-22 of Facebook not showing my posts to people because people weren’t seeing my posts.

They’ll gladly take my money to help promote it, though, or at least the promise of doing so. I paid to promote my Black Friday sale event and got way, way fewer than the estimated number of people reached, so that wasn’t great, but on top of it Facebook said that they’ll show it to more people for real this time if I spend more.

Anyway, I suspect the reason why my sales figures dropped after the initial few months was because I tapped out my friends and family, the only people who Facebook was showing my posts to.

I also have Twitter and LinkedIn accounts, but my company’s Facebook page seemed the most likely social media account I had that could target actual potential customers rather than other game developers.

Recently I had asked a colleague of mine, someone who has had great success with his game sales going back almost 30 years, how he does promotion these days. He used to do a lot of search engine optimization, but in his response he said that “Search engines don’t seem to be the main driver of traffic anymore. Everyone is on social media” and so that is a bit disappointing.

Partly because the dynamics of social media mean that instead of having something out on the web that others can find on their own time, as Cory Doctorow said in The (open) web is good, actually, “The social media bias towards a river of content that can’t be easily reversed is one in which the only ideas that get to spread are those the algorithm boosts.”

Basically, the more I rely on social media to promote my game, the more effort and/or money I need to expend for at best a temporary boost in potential traffic.

If I think of my options for promotion as part of my megaphone, I have my website, blog, newsletter, and various social media accounts, including a YouTube channel that I started using earnestly at the end of the year. None of these have a large number of followers or subscribers. My megaphone is tiny.

Which means that even when I do expend a lot of effort, my megaphone only reaches a small number of people.

As I mentioned in my 2023 Black Friday Creator Day post mortem, even though I had put in more effort than ever before, and even though the metrics showed that the result was more views of my games than ever before, it still amounted to a total of only 50 views. And none of those views turned into a sale.

I go into more in that post mortem, but my overall promotion strategy has been to leverage my own megaphone as much as possible, and to supplement things, sometimes pay small amounts to unreliably leverage the much larger megaphone of a company such as Facebook or Google.

Clearly, this strategy has its limits, or at least my available megaphone has its limits at the moment.

Some numbers

I did a total of 397 hours of game development for the year, a new record for me since I started tracking my hours in 2013 (I was a full-time indie who didn’t track my game development time between 2010 and 2012). My previous record was 299 hours in 2021.

For someone working full-time, that amounts to less than 2.5 months, assuming a 40-hour work week. So it is not a lot of time, but it’s an improvement over not even doing 2 months of full-time game development in a year. You can see why I refer to myself as a very, very part-time indie game developer.

I wrote for a total of 75 hours, which resulted in 76 blog posts published and 18 newsletter emails sent.

My weekly development blog post got paired with a second blog post sharing my new video companion devlog. I published 13 Freshly Squeezed Progress Report videos in the final three months of the year.

I try to send out a monthly newsletter, but in my last few sales I sent out multiple newsletters for the beginning, duration, and end of a sale, which accounts for the relatively large number.

As for my budget, I mentioned my earnings from sales earlier. I also earned some money from a short contract job. While I haven’t been paid for all of my sales yet, I can say that I’ve taken home over $570. Again, not quite pizza money.

I spent slightly more than the previous year, but I still kept my expenses down by resisting games, books, and other purchases. My major expense categories were web hosting (a three year plan), educational subscriptions (Pluralsight and a book club membership), and the Apple App Developer Program annual fee, something that auto-renewed on me when I was still contemplating whether or not to drop it since I wasn’t earning enough to justify the expense. All told, I spent over $2,000.

Eventually I would like to report that I’ve made more than I’ve spent, but this isn’t the year.

I pulled back on some personal goals. I used to try to do a doodle a day and do 15 minutes of focused learning a day, mainly to take advantage of my Pluralsight subscription. But I found it was stressful trying to fit everything in, so I ended up dropping a lot of them. I fantasize about getting back to full-time indie status and being able to spend more of my time on these kinds of things.

In 2022 I had hurt myself badly enough to stop doing my regular exercises. After some physical therapy, I was back to exercising regularly in the morning, but partway through 2023 I had to stop again due to leg and back pain.

Around July, I started regularly doing push-ups again, but I ended the year weighing the most I’ve ever weighed.

I read a total of 64 books. Well, some were audiobooks, and 11 were trade paperback comic books. My favorites for the year were:

  • How to Write One Song by Jeff Tweed
  • Perennial Seller by Ryan Holiday
  • This Is How They Tell Me the World Ends by Nicole Perlroth
  • A Memory Called Empire by Arkady Martine
  • We Were Dreamers by Simu Liu
  • The Long Way to a Small, Angry Planet by Becky Chambers
  • The Lies of the Ajungo by Moses Ose Utomi
  • Good Arguments by Bo Seo
  • Sandy Hook by Elizabeth Williamson
  • Magical Mathematics by Persi Diaconis and Ron Graham
  • The Name of the Rose and The Role of the Reader by Umberto Eco
  • The Making of Another Major Motion Picture Masterpiece by Tom Hanks
  • Time Travel by James Gleick
  • Collaborative Worldbuilding for Video Games by Kaitlin Tremblay
  • Y: The Last Man (the entire series)
  • and Sweat the Technique by Rakim
  • I still haven’t figured out a regular game-playing schedule for myself. As I’ve said before, since I give myself so little time to work on game development, if I find myself with time to play a game, more often than not I treat it as time to develop.

    Steam shows I only played 4 games: Homeworld: Remastered, Etrian Odyssey HD, Nowhere Prophet, and Skatebird. I also played a Etrian Odyssey II on my Nintendo DS, plus Signs of the Sojourner, Oxenfree, Battletech, AI War Collection, Pontifex, and Baba Is You.

    The last two I played a lot while I was recovering from COVID.

    Oh, yeah, I tested positive right before my holiday break and was out of commission for a couple of weeks. I caught up on a lot of TV and played some games, but mostly I slept. It was a forced break that prevented me from finishing the year strong.

    Overall, last year I focused on game development and game promotion, and in both cases I can see room for improvement. My game development focus needs to drive towards shipping sooner rather than having a continuously open ended development. My game promotion revealed to me the need for some more baseline analytics data so I know how to make better decisions and can see whether or not my efforts are effective.

    Goals for 2024

    For years I was setting goals that I thought were right-sized and could be a jumping off point for bigger and better goals.

    But I kept failing to hit them.

    So I find myself in a new position when it comes to my sales goals. I hit my target, and now I can improve! Normally, I would take my 1 sale per month goal and double it. Can I sell at least 2 games per month in 2024?

    And since I haven’t increased my subscriber count by 12 in a single year, I would just keep that goal until I manage to accomplish it.

    But as my colleague Tim Beaudet likes to point out, “goals should be things you can control.” And I can’t control sales or subscriber numbers.

    Those are lagging metrics. They are the results that might get influenced by my actions, but I can’t influence them directly.

    And frankly, I think I struggled throughout the year with these as my goals. The only goal I could control was how many games I released, and even though I didn’t accomplish it, I knew that the thing I needed to do was make a game and publish it.

    But whenever I saw my other goals, there was a vague sense of “Ok, so?” A lagging metric is one that I can look at and see what already happened, but it didn’t by itself indicate actions I should take, and I think seeing those goals always put me in a position of needing to figure out what those actions are.

    So while I like to keep those lagging metrics as outcomes that I am aiming for, they can’t be my actual goals.

    So for 2024, I have the following outcomes I am aiming for:

    • Increase my newsletter audience from 30 to at least 42 subscribers by December 31st
    • Earn at least 2 sales per month by December 31st

    As for actionable goals:

    • Release at least 2 Freshly Squeezed Entertainment games by December 31st
    • Perform at least 2 SEO activities per month by December 31st

    Ok, so make and release games is a pretty straightforward goal. I just need to focus on the shipping part.

    But SEO activities? The benefits of search engine optimization would be more traffic to my site, which means more potential customers turning into actual customers and/or subscribing to my newsletter.

    What’s risky is that the major search engines are, well, becoming worse for people. They seemed to be doubling down on AI and making the search experience kind of awful. Google used to let me see results for multiple pages, but now it seems very interested in showing me videos after the first few results, and if I don’t want videos, there doesn’t seem to be a way to avoid it. Plus, lots of websites are now dominating the search listings with poorly generated content, which makes it hard to find good stuff.

    And as my colleague above said, most people are on social media these days, so what’s the point of SEO?

    Well, I can always stand to make my website better, more effective, and easier for people to find what they want. I can do keyword research, ensure my pages are optimized, and keep my site speedy and responsive.

    More importantly, I can control my website, while I can’t control how Facebook or YouTube algorithms impact whether or not people even see my content even when they like or subscribe to do so.

    I plan to continue my weekly devlog and companion videos, my daily social media posts, and more, but I didn’t think they made sense as annual goals. They are already something I’m doing, so “keep it up” seems the default. Plus, maybe I’ll find that some of these activities need to be changed or tweaked as I find out they are more or less effective or a good use of my time.

    2 SEO activities a month might seem low. If I think of my SEO work as experiments, I think one experiment a week would give me plenty of time to see if a particular change made a difference, and if I spend money to get more traffic, I can see the impacts much more quickly.

    But I am trying to keep in mind that I am not working on this full-time yet nor am I made of money, so giving myself a couple of weeks to make each dent seems reasonable, and if I find myself able to do so more quickly and easily, I can always do more.

    As for personal goals, I liked the ones I had for last year: make my physical health a bigger priority, invest time and money into learning, and give myself time to play.

    For all three, I need to be deliberate and make some habits. I already track my exercise and my reading habits, but perhaps 2024 is the year I start tracking which games I play.

    Well, happy new year! I hope 2024 is full of creativity and that you allow yourself to follow your curiosity wherever it leads you!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: More Interactivity in Intro Sequence

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: More Interactivity in Intro Sequence:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: More Interactivity in Intro Sequence

Merry Christmas!

This is my final Freshly Squeezed Progress Report of 2023. In my previous report, I finished animating transitions and started working on making the intro sequence more interactive in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I set out to finish the intro work.

Sprint 49: Pre-production and initialization

Planned and complete:

  • Redo intro to be more interactive

As Christmas was nearing, it also meant that I was going to have days off from the day job. While I imagined much of my time would be spent preparing for the holidays, especially with travel to visit family in Chicago, I was hoping I would also be able to squeeze in a bit of game development before the end of 2023.

Unfortunately, for the first time, I tested positive for COVID-19, which threw our plans out the window.

I wasn’t feeling well partway through the week, so I decided to test myself, got a very bright, very positive result, and immediately masked up and isolated from the family. Luckily they have tested negative, and we are privileged to have a spacious enough house that I can isolate from them.

I finished my last day of the year for the day job (I work remotely), but it was a struggle, and I needed a couple of uncharacteristic naps. I have since had fevers, a weird dry cough, spells of feeling tired, a stuffy head feeling, and having runny or stuffy nose at different times. It could be worse, but being sick on your vacation time and especially around the holidays sucks either way.

All that’s to say you should get vaccinated, mask up, and stay safe this holiday season.

As for what I was able to accomplish in game development, I would characterize it as iteratively polishing the intro.

Since the intro is now more interactive instead of just a long sequence of scripts, I needed to make sure that similar flags and triggers get set at the correct moments.

For instance, after the initiation ceremony for the new member, there needs to be a way to ensure the player goes on what I’m calling the Snack Quest. Basically, the new member suggests that they are hungry, and so a quest for snacks from the kitchen is proposed.

The Dungeon Under My House - start of Snack Quest

There are now multiple ways it can be started.

One, the original trigger than prevented the player from leaving until the ceremony is started is replaced with a trigger than prevents the player from leaving until the Snack Quest is introduced, and then starts the scripted sequence that does introduce it.

Two, if instead the player talks to the new member about the club, the same scripted sequence can occur.

And of course, once the sequence occurs, it shouldn’t happen again, so I had to make sure these sequences also include instructions/commands for changing flags and triggers to do so.

A trigger for preventing the player from leaving the bedroom can set the current script to the introduction of the Snack Quest, and the script sequence itself eventually disables that trigger, sets a new trigger for entering the kitchen, and updates the new member’s beliefs about the Explorer’s Club so that if you were to ask that character again, the response would be different.

The Dungeon Under My House - new dialogue after Snack Quest introduced

I am very quickly realizing that between triggers, flags, and script IDs, I had a number of similar-sounding names that were making things confusing on top of the fact that it was hard to visualize how they all interacted with each other.

There’s a lot of moving parts, and the game has hardly any content in it as it is! I definitely need a better way to plan, manage, and understand it than digging through my code and hoping I didn’t miss anything.

Working through this intro sequence is a bit frustrating because I am finding that there are some fundamental things I can’t do with my existing implementation. For instance, when you are in the basement, part of the interactive intro now requires the player to search for the pickles in the basement for the Snack Quest.

In my head, what happens is that the player knocks over the broom, which hits a secret brick, which opens a secret door.

The Dungeon Under My House - Basement room with secret door

In-game, for now, I still need a way to make that happen. The broom is currently just part of the background image of the main basement room. I need the broom to be a separate object, to have it animate, to have the brick in the wall be a separate object to animate, and to have the secret door appear after all of that.

So, nothing technically challenging, but it isn’t something I can just do. I need to actually have the broom be something represented in the code and as data, as well define how it gets interacted with, and how it is represented to the player.

Once I do this kind of work, however, similar things in the game could much more quickly be thrown in.

Another example is in the dungeon. Right now, all dungeon doors can just be opened or closed by the player. While I anticipated locked doors when I created them, there is no locking mechanism implemented yet.

The Dungeon Under My House - door rendering

But now I want not only a locked door but also a locked door that needs something special to open it.

Beyond just capabilities, here’s the actual game play I want to see: when the player enters the dungeon for the first time, it should be exciting to return and tell the rest of the Explorer’s Club about the discovery. But what if the player doesn’t?

Well, there should be a good reason to go back anyway. Or two.

One is to require the use of an item. So if the dungeon is too dark, then a flashlight sounds like a good thing to go back and get.

What if the player already acquired the flashlight by rummaging around earlier? Well, that’s fine. Always be prepared, right?

The Dungeon Under My House - dungeon intro design

The second reason to go back is because in order to open this door, the door bar needs to be moved, and it is too heavy to do alone. Moving it requires a full party. So if the player ran out of the bedroom without party members, then they need to go back.

What if the player got the flashlight AND also formed a party for the Snack Quest and so already has a party? Then full-steam ahead! That’s a good chunk of the Explorer’s Club doing some exploring, and they can always tell everyone else when they get back and might even have more to share when they do.

The dark dungeon and this door barrier ensures that the player knows how to talk to people, how to search and acquire items, and how to form a party. Sounds like a good intro sequence that onboards the player to figuring out how to play the game so far.

BUT, right now, I don’t have a concept of lighting in the dungeon, nor do I have doors with bars on them. Those need to implemented.

So updating this intro sequence is frustrating because I keep finding features and capabilities that I don’t have yet despite having worked on this project for the last year, but it is also helping me to identify what to work on next.

When I set out, I didn’t mean to spend a year in pre-production, but I really need to start making this game into a game that can be played, which means leveraging what has come before to actually create game play. My dungeon will turn from being a test case to being a place to actually explore, and as ideas and characters and situations get more concrete, I will need to revisit or create the code and data and art that I need to make it possible.

But after a year, I think I need to do an assessment of what features and capabilities I still need as well as what the game content will need to be. Too much is still too vague, and I really expected that more would be defined and playable by now when I first started.

But I’ll write more about it later.

For now, I hope you have a safe and merry holiday season!

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Games Marketing/Business

Winter Sale: Get Toytles: Leaf Raking and Toy Factory Fixer today! #ItchioSale #WinterSale

itch.io is having a Winter Sale from now until January 5th.

Get my leaf-raking business simulation game, Toytles: Leaf Raking for Windows, Mac, and Linux today!

Toytles: Leaf Raking

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Toy Factory Fixer

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itch Winter Sale

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: Putting Some Bounce In Your Step

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: Putting Some Bounce in Your Step:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Putting Some Bounce In Your Step

Last week, I reported that I added animated transitions when navigating through the rooms of the house in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I had some finishing touches on those transitions, then I could work on creating more actual content for the game.

Sprint 48: Pre-production and initialization

Planned and complete:

  • Move between rooms of house by doorways/stairwells

Unplanned and incomplete:

  • Redo intro to be more interactive

As I last reported, at the end of the previous week, transitions between rooms looked like this:

The Dungeon Under My House - navigation and transition

But halfway through last week, I added some character movement:

The Dungeon Under My House - early walking animation

And then with a little more work that same day, the walking animation now looks like this:

The Dungeon Under My House - walking animation

Seriously, that’s adorable, right?

I’m actually impressed with how great it feels even though it is slower. In order to sell the bouncing movement and have it read well, I had to double time pre- and post- transition walking animations, yet it isn’t noticeable that the total transition time has increased from 1 second to 1.5 seconds.

Redoing the intro

So, my rough plan was to finish the transitions animations and then immediately set to work on the dungeon.

But I remembered that I hated the intro sequence I had created.

It was basically one long, unskippable cutscene, and I wanted something better.

So I set out to make my intro much more interactive.

I broke up the long intro into smaller pieces, so there is now only a few pieces of dialogue to introduce the main character, the Explorer’s Club, and setting the tone “We have an Explorer’s Club, but we live in a boring town, so we’re not really explorers, but we’re inducting a new member today!” , and then you can do whatever you want.

Well, within limits. To keep the player focused, the entire game at this point is purposefully isolated to the bedroom where the Explorer’s Club is having its meeting. While I could allow the player free movement, at this point, the Explorer’s Club meeting is going to be a bit of a tutorial to onboard new players into how to interact with the characters of the world.

So while I had a way to start scripts based on the player entering a room, I needed new code to prevent a player from leaving a room in the first place.

Instead of catching the end of the initiation ceremony, you can now start it.

To do so, I want the player to talk to the person who is joining, ask about the club, and have them say, “I am ready!” And then give the player the option to say “Hold on…” or “Let’s start the ceremony”.

And instead of pre-scripting the entire ceremony, I think it would be neat to have the player ask X questions of the initiate, and then end the ceremony after the last question is asked by doing a short pre-scripted sequence.

BUT despite many months of work I have done before, and the work I’ve done on asking questions and producing generated dialogue in particular, I didn’t have any code to support generating an arbitrary, pre-scripted response to a question you might ask. So I needed new code for that, too.

Well, I was delightfully surprised at how quickly I was able to add that code and see it working in-game.

Here’s the script that starts when the player tries to leave the room before they have initiated the new member ceremony:

The Dungeon Under My House - trigger script when trying to leave room during intro

And here’s part of the ceremony, in which the player asks the initiate some questions:

The Dungeon Under My House - new interactive intro

This dynamic quiz is hardcoded, but it makes use of various flags, commands, and code to track how many questions there are left. The player can ask in any order, and while it doesn’t matter yet, there could be other situations in which what was chosen and in what order might make an impactful difference on the player’s experience.

What’s left for the intro

Once the ceremony is over, which involves Pat reciting the Explorer’s Club oath, the mood should be anticlimactic. The Explorer’s Club isn’t actively doing any exploring or going on quests, after all.

Then I want the club members to propose a quest to get snacks, which involves the player going to the kitchen to meet their parents, who will still tell them to get pickles in the basement.

To make that part interactive as well, I will need to add some code that allows the player to click on items in the background, such as the shelving in the basement.

And only then will the secret basement door to the secret basement room will be revealed.

Revisiting the intro sequence to make it more engaging for the player has led me to add code to make things happen that I couldn’t do before, and at the start of the week I was worried that it was going to be a lot of work and that I was very far away from anything playable even after a year of working on this project.

But while it is true that there is quite a bit left to do, I am finding the work of adding the capabilities into the project aren’t as big of a lift as I was worried it was going to be.

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: Transitions and Dungeonbuilding

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: Transitions and Dungeonbuilding:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Transitions and Dungeonbuilding

In last week’s report, I finished (for now) the background art updates for the house in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I set out to add some simple yet effective screen transitions before tackling the dungeon.

Sprint 47: Pre-production and initialization

Planned and incomplete:

  • Move between rooms of house by doorways/stairwells

Most of my week was spent writing, between sending out my latest issue of the GBGames Curiosities Newsletter (sign up here: https://www.gbgames.com/get-the-gbgames-curiosities-newsletter/) and creating my 2023 Black Friday Creator Day post-mortem.

So I didn’t get as much time to work on game development, yet in my limited time I think I managed to make something impactful.

Up until now, navigation through the rooms of the house required exiting the room-specific view to see the whole-house view, then clicking on the room you want to go to.

I’ve been wanting to allow the player to click on doors and stairwells to navigate between the rooms of the house, eventually allowing the player to click on other things in any given room to investigate or find items or interact and oh geez I’m making a point-and-click adventure accidentally, aren’t I?

Actually, I’ve been aware that some of my house view screens have been leaning in that direction for some time, and I am just going to have to live with it.

Point-and-click adventures aren’t exactly my favorite type of game. Don’t get me wrong. I have fond memories of playing Maniac Mansion over and over, and I’ve played Sierra’s King’s Quest series at a friend’s house when I was younger, and I remember playing a few others with a different friend, such as the creepy Golden Gate.

So I like point-and-click games when I play them, but I find myself gravitating to strategy and simulation games if I have a choice.

But in practical terms, it means that once I realized that I had point-and-click aspects of my game, I didn’t know what the state of the art was.

But hopefully as the focus of this game will be the dungeon much more than the house, the point-and-click aspects will be relatively minimal, and I can do just enough to support what I need to do, such as allowing the player to scrounge for supplies in the various rooms.

Anyway, transition animations were a nice-to-have that just makes the game look and feel so much better, and between clicking to navigate and these transitions, it took only a few hours to implement.

The Dungeon Under My House - navigation and transition

It’s a little rough, but it’s nicer than instantly teleporting.

The only thing left was to add pre- and post- transition animations of the party members walking towards or away from the doors and stairs. I don’t want to create a walking animation, but as the house was inspired partly from a dollhouse vibe, I want the characters to “walk” in a manner that looks like someone is playing with dolls. Sorta like Monty Python stop motion characters.

In the meantime, I wanted to give some attention to the dungeon itself, and so I sketched a few thumbnails for ideas of different areas of the dungeon that the player might see.

Dungeon Worldbuilding thumbnails

Some of the areas are inspired by real-life sewers, fantastic anthropomorphic burrowing animal apartments, mysterious dirt tunnels, abandoned utility pipelines, and spy thriller ventilation systems.

These sketches helped me see areas that I had already made plans for with actual details, but it’s not an exhaustive set. I spent less than an hour on them, and I look forward to dedicating more time to filling in this world of the dungeon.

But it will definitely be much cooler in-game than merely sketched in these tiny windows.

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!