Monthly Archives: November 2011

Why Bundles and Steam Sales Aren’t Good for Most Indies

As many of you know, Cardinal Quest programmer & designer Ido Yehieli joined the team last month and is now toiling away at the code for Auro: The Golden Prince.  Today, he’s got an important point to make about the nature of game-pricing in today’s industry, and particularly how these things are affecting independent game developers.

Don’t we all love crazy Steam sales, the Humble Bundles and their newer ilk?  Players get games for cheap, developers get loads of money & sometimes even charities get a nice chuck of change!  A straight up win-win situation, right?

Wrong.

Well, it could be right – but only if you are one of the chosen ones that gets picked by the gate-keepers.  But just like with the App Store race-to-the-bottom, it isn’t for the other 90%+ of us indie game developers.

Changing Expectations

If you strain your memory and try to look back beyond the mists of time and into the long forgotten eons of 5 or 6 years ago, you’d remember that the price for a desktop indie game used to be about $15-20.  A cheap “casual” game would cost you maybe $10, and at these prices if you’d sell a couple of thousand copies you’d have (hopefully) covered your meager development costs & could afford to work on your next game.  Of course not everything was giggles and ponycorns, but people understood that price point to be the expected, normal price of an indie game.  That is, however, no longer the case.

Apples & Valves

Others have written about the abysmal situation at the App Store far more eloquently than I may hope to do myself, so I will spare you of any such futile attempt.  Suffice is to say, it’s almost impossible to sell indie-games for iOS or Android that cost more than $1.99.  The trigger of a similar phenomenon on the desktop is Valve’s digital distribution system & game store – Steam.  Steam has frequent sales in which they often sell games for 50-75% off for a few days, which shoots sales of those games through the roof while making the developers (and even more so, Valve) heaps of money.  The other thing it does tho, is make players expect all games to be priced that way.  That $15 indie game of yesteryear? Might as well be $500 these days.

We Are the Indie 99 Percent

Whilst maybe 1% of indie devs do really well out of such things (with those running the stores/doing the bundles doing even better), it’s made things a whole lot harder for the other 99%.

We’ve now got this tiny minority of ‘super-indies’, that are basically getting the majority of the ‘indie game’ media attention and the majority of the money.

bluescrn

There are thousands of indie games out there.   The vast majority of these do not get into the Humble Bundles. Most of them do not get on Steam, either (Steam’s quality control is extremely uneven and inconsistent, and lets in plenty of shitty games as well as leaving out plenty of good games). Of those that do get on Steam, most never get into lucrative, high-visibility sales.  Saying “just get on Steam/Humble Indie Bundle” is about as helpful as suggesting that you should win the lottery.  It’s not a valid business plan and no one (except maybe the people in Indie Game: The Movie) can guarantee your number will come up.   And the race to the bottom means that if you don’t you will still have to sell your games for a penny on the dollar.

What Can We Do?

Sadly there is not much any of us can do about it. Of course, there are also some positive long-term consequences to the current situation (a lot of people who never played indie games before now do), but as a whole it mostly means that the situation has become even more of a “winner takes it all”.  One thing you can do, is to head to places such as Indievania, DesuraGameolith or even your favorite developers’ web site and buy some little-known indie games at a fair price.

It will probably not be enough to turn the tables, but you might just make a starving little indie’s day a little better.

-Ido.

Speaking of helping out some smaller indies, why not contribute to our Kickstarter campaign for our upcoming game, Auro: The Golden Prince?

The Art Barn: Hue Variation and Reflected Light

We all know that coloring is fun.  I, for one, have been coloring non-stop since my Grandpa sat me down on the front step, put earmuffs on me, threw some crayons in my lap and told me to just color and color.  No matter what I might hear, even when Nana asks me to call the police and that there’s a string cheese in it for me, no matter what, just keep coloring…keep coloring.  My grandpa was very supportive.  I really owe it all to him.

Anyway, this article is about color, but more importantly, light.  Because without light, we wouldn’t see color, and hey-HO, sonny Jim, no reading what color crayon you got!  GIRAFFES AREN’T DRACONIAN SCARLET dumb butt so try again!

We will be discussing how to observe color.  Again, this column is mostly geared towards programmers who can’t afford to hire artists.  Like in my previous article,  The Cool Rules of Spritingthese tips are meant to be very quick, easy ways to make your art look more effective and convincing without all that boring-ass drawring school.

Before we get into the examples, let’s get our terms straight.  Careful, here’s where it gets a bit fancy, ok?

*Chroma and Saturation are effectively the same thing.  When something has a high chroma, it has a lot of saturation.

That’s how to say it fancy.

read more »

Kickstarter Launched!

Today, we launched our very first Kickstarter campaign!

Anyone who’s involved in game development knows what an incredible amount of work it is.  Painting, pixel art, animation, graphic design, UI design, programming, game design, video editing, writing – the list of disciplines required to put a game like Auro: The Golden Prince together is staggering.

We really believe in this game and the real reason we’re making it is that we think the world will be the tiniest bit of a better place when it exists.  Auro is not just another game to us – it’s the embodiment of all of our philosophies and the expression of our belief in the digital game medium.  It is our collective love letter to the idea of games.

At least, it will be!  But we really need your help.  Auro is being made by just three people – Keith Burgun, Blake Reynolds and Ido Yeheili.  The amount of work – just raw man-hours that it’s going to take to get it from its current prototype phase to a completed, polished product is huge.  We’re hoping that Kickstarter may be the way for us to pursue our passion and at the same time, be able to survive.

Every year, there are some great ideas coming out of independent developers, and there are great productions coming out of large AAA studios.  It’s an exceptional situation when one team does both things.  With your help, Dinofarm Games can be that team with Auro: The Golden Prince.

 

Click here to check it out:  http://www.kickstarter.com/projects/dinofarmgames/auro-the-golden-prince

 

We thank you for reading, and please consider supporting our game!

~ Keith Burgun, Lead Designer

Mini-Review: His Dark Majesty

Today, I checked out the game “His Dark Majesty“, a turn-based tactical wargame created for Atari 8-Bit computers.  If you like Advance Wars, I do recommend you give this a shot.  Don’t worry, the game comes with an emulator and you won’t have to fiddle with anything to get it to work – it just works (Windows only).  When I first found it, ran it, and started playing, I was very excited.  After several missions, a few things dawned on me, that I thought I’d quickly share with you!

THE GOOD:

  • The game takes good lessons from Advance Wars and is similar extremely easy to control – all you need to use are the four arrow keys and the CTRL button.  That’s literally it.  It feels quick and graceful and amazing to play.  You can even play with one hand and drink a soda with the other!
  • The level of depth is just enough to make the game tactically interesting.  Terrain matters, units have defense and attack ratings, putting units near your Lord gives you bonuses, archers can’t move and fire in the same turn, cavalry can charge, etc.  Lots of good, interesting tactical stuff going on here.
  • The difficulty is solid.  I got to about the 5th mission without too much difficulty, but I’ve played many games that are just like this.  Much of the skill of Advance Wars will carry over to this game.
  • Great sounds and music.  Overall presentation is fantastic, actually… has a really nice “computer game moodiness” to it.  Love how the music goes out of tune for a second after I alt-tab back to it.  The whole thing feels almost “analog” in a weird way.  If you’re a child of the 1970s or 1980s the almost “VHS”eyness of it will probably warm your heart.
  • There are cutscenes, but they’re damn short!  Bravo on that.
  • The in-game “tutorial” (like, two lines of text) made every mission objectives, and even most of the game mechanics, perfectly clear.

THE BAD:

  • A linear campaign, and nothing else.  This means that playing this game, overall, is just a matter of a process of elimination for each level.  This means that the game will have almost no replay value, and feels more like a puzzle sometimes.  Would have loved a random exhibition-game mode of some sort, or a score mode, or something else other than this.
  • Follows in the steps of many wargames before it, and makes the classic “make battles get bigger and bigger as the game goes on”.  This is especially bad in this game because scrolling is painful, pretty much taking away almost all of the points I gave the game for UI being great.
  • In the larger battles, watching all of the enemy movements was painful.

 

LESSONS FROM “His Dark Majesty”

Lesson #1:  Don’t trade a replay value for a cheap story.  Is this story that gets told in this game so important that it’s worth trading off all the replay value that it loses by being a linear, non-random campaign-mode sort of thing?  This game could have been so much more interesting with randomized battles, randomized terrain, etc.

Lesson #2:  Technology Levels are IRRELEVANT to game design.  This game could have been made in like, 1982 – it was just a matter of someone coming up with the idea.  Hell, Super Smash Brothers could have been on the Atari 8-Bit computer.  Good ideas are what’s important.

Lesson #3:  Please no scrolling please.  No scrolling in any game, ever, ok?  Seriously, scrolling, or any kind of camera controls of any kind, SUCK every time.  It’s just this moment that breaks gameplay up where the player has to “fix” something in order to continue playing.

Lesson #4:  More isn’t better.  These huge battles with 40 or more units aren’t more interesting, they’re just more tedious.  I never beat Fantasy General – not because it was too hard for me – well, it was too hard for me, but I don’t mind that.  What I minded was these MASSIVE levels that took 3 hours of play to attempt to beat.

CONCLUSION

Overall, this game is good, but the fact that it’s really just a little worse than Advance Wars in almost every way, combined with the fact that we’ve all played at least 4 different incarnations of Advance Wars, means that there’s not a whole lot of reason to play this.  From looking at the website’s “Development” section, it appears that the “designer” (really programmer is probably a better title) actually had no real gameplay idea beyond “let’s just make an Advance Wars game”.

And at that – he succeeded, almost.

Announcement: We’re gonna do a Kickstarter!

This is just a quick announcement:  Today, Dinofarm Games officially put in our application to do a Kickstarter for “Auro: The Golden Prince”!   Very exciting.  We’ve actually been working on a video, in secret, for nearly two weeks, and it’s almost finished.  We should have the video up this week, whether the Kickstarter goes live or not – stay tuned.

So, does anyone have any advice for us on doing a Kickstarter campaign?  How about some ideas for donation-rewards?

Let us know in the comments!  Thanks!

UI Tips for iOS & Android Developers

Behold! Auro: The Golden Prince (mockup)

Above is a screenshot of Auro: The Golden Prince!  By the way, this isn’t actually a screenshot.  The alpha build is coming along, but what you’re looking at here is actually a mockup.  However, these are all – for now – real in-game assets that we plan on using.  We may touch them up a bit, but this is pretty close to what you might see in the final release.  The thing that will almost certainly change the most is the HUD, because only by playtesting the hell out of a user interface can you really ever be sure how good it really is.

What you see here is the product of weeks of fighting between myself and our lead artist (and star of our beloved Art Barn column) Blake Reynolds.  I realized after putting this together that after this, and the long, long production of 100 Rogues (in which we went through probably 20 different UI designs), we probably have a lot of advice to give anyone currently designing a game for iPhone, iPod Touch or Android phones.  Specifically, any small-screened touch-screen device that you have to control by touching it with your finger.

Before I start, a few general UI design tips, that don’t necessarily apply just to such devices.  The first point is to start from scratch – I assume that the game you’re making is original, and not a clone of something.  Therefore, you should really start from scratch with it and not base it directly on anyone else’s approach.  Even if your game is a Tower Defense clone or another puzzle platformer, I think it’s good advice to start without any assumptions about how the game will control.

The second is to not commit early on – This goes for everything in game development, but probably even more so in UI design.  Start out simple – a basic solid-color mockup of the UI, with large solid colored buttons that you make in Photoshop in five minutes.  Play with the game like this for awhile and see how it feels.  Make notes, redesign, reimplement, repeat.  If you make expensive, time consuming art too early, you won’t want to change it even when you know it should.

I probably don’t need to harp on much about UI design and how incredibly important it is.  The UI is the controller for your game.  Have you ever tried to play Super Mario World with the controller upside-down?  It doesn’t matter how good your game is – if the control is terrible, the game is terrible.

Finally – please, please don’t ruin your game’s visual look with a cheap-looking UI, either.  I can’t tell you how many games I’ve seen with thoroughly competent art, but then the entire look is ruined by some bright-red (like, RGB values of 255,0,0) Arial or Comic Sans fonts or single-pixel-thick UI borders.  You should be choosing fonts and colors that express something about your game.  Here’s a handy guide for font-selection in your UI:  don’t use any of the fonts that were bundled with Windows ’95, and when in doubt, shoot for bolder, thicker fonts over thin fonts.  Obviously, graphic design is a whole field of its own, and if you have no skills in this area whatsoever, hire someone who does – it’s worth it.  Anyway, I’m not formally trained in graphic design, but anyone can learn to at least start paying attention to things like fonts, and realizing that they matter.  Edit:  There are tons of resources online to find free fonts.  I would recommend www.dafont.com;  it allows you to sort by different categories and filter only fonts that are entirely free to use.

Behold! Fieldrunners. A good looking game, but a pure-white Arial font was just kinda thrown in there carelessly. That sends a distinctly different signal than the rest of the art and production, and would have taken minutes to change.

Now, onto Dinofarm’s Official UI Tips for iOS & Android Developers

Tip #1 – Fingers make a better door than a window.  This is an old cliche that my dad used to yell at me when I would stand in front of the football game as a kid.  What it means is that fingers are not transparent, sadly.  This tip actually is a bit of a meta-tip, informing several of the other tips below.  However, it’s tremendously important to consider at every level of your UI design.  Observe how your players play your game.  Is their finger often up near the top-left of the screen?  If they’re a righty (which most of us are), that will mean that half of their screen is covered up by their hand during those times.  Just keep in mind that when you’re asking a player to click on something, they will not be able to see that area (and much of the area below it) at the time when they click it.

Tip #2 – Important information (especially text) goes on the top.  This and Tip #3 are the two most important and useful tips in this article, I’d say.  Generally, a player’s finger is coming from the bottom, so the top of the screen is going to be the most visibly available part of your screen.  I recommend putting health bars, text, and other information that helps the player play the game on the top of the screen.  We put our health bar on the top left in Auro, since most players are righties and so there will be at least a slight bias in terms of screen coverage.

Tip #3 – Buttons and other interactable items goes on the bottom.  Same idea as the above one, but inverse.  Your fingers are coming from the bottom (unless you are some kind of freak who holds his phone all weird), so you cover up the smallest amount of the screen when you press something that’s near the bottom.  This is the reason that Apple’s single button is on the bottom of the device, not the top.  Further, it’s a little bit easier to press something on the bottom of the phone;  not much easier, but tiny amounts of easy-ness add up when you’re talking about a game that you’ll be playing for months or even years.

Tip #4 – Never rely on precision.  This is sort of one of those “design your game for the platform” issues.  We had one issue like this in 100 Rogues, with ranged combat and some targeting spells.  Essentially, we allowed you to target specific monsters with these… or at least, we wanted you to be able to do that.  It was – and still is, despite many, many attempts to resolve it – error prone.  Misclicking (I use “click”, I’m not going to switch to “touch”, ever – sorry)  is extremely annoying, and if it happens often enough, it can break your game.  I recommend that you keep the “click-spots” as large as possible.  It’s also worth noting that if you’re asking a player to click on an animated graphic, you might make the player even more likely to mis-click, as the outer shape of the graphic may be changing dynamically, whereas the click hitbox is not.

Sometimes some of these tips overlap, as do Tip 3 & 4 in the case of monsters in Auro.  Knowing what monsters are incoming is important information, but you also have to click in the direction of (which means near) monsters in order to attack them.  This means that they’re both important information, and they’re interactable.  For this reason, we orient the path of the levels randomly.  If monsters were, say, only important information and not interactable, we might have oriented the levels only going upwards, so that the monsters come from above.  Consider if your game has something like this that you can take into account for the best playability possibility.

I hope that this was helpful for some of you working on your own iOS or Android games.  I should quickly note:  some of you may be noticing that we’re not completely following our own advice with Auro’s UI.  Again, it’s an early draft, and we have a long way to go before there’s anything final.  So we welcome your additions (and subtractions) to our tips.

Stay tuned, our next announcement’s a big one!

PS:  Just a small, somewhat off-topic (although not entirely) point I’d like to make to those of you developing games for these platforms.  Please make turn-based games.  Even when your game is turn-based (as 100 Rogues and Auro are), these control issues are extremely difficult to deal with.  When you involve a dexterity/timing aspect, you’re just asking for trouble.  This is partially my personal opinion, but I really think that turn-based games will control a thousand times better on these devices, and so I’ve always been shocked that there haven’t been more of them.  I feel that it’s due to an unfair bias against turn based games in our digital gaming culture, but what do you think?