Jan 01 2010

End of Year Stats!

Anything to do with the web generates reams and reams of statistics, and the end of the year seems to be a good time to share those. So, without further ado, here’s some selected stats from 2009 for Nightflyergames. (This is mostly screenshots from my stats packages, edited for space but not content). If you’re waiting on a new game or design notes… I promise there’s stuff in the works, but I have no idea when my next release is going to be.

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Dec 29 2009

Note to Commenters

I’m making this post because I’ve had a sharp increase in the number of comments lodging themselves in my comment spam filter. (Askimet if you’re curious, and it seems to work extremely well.)

Although I occasionally enjoy Tolstoy and Dostoevsky (in translation), I can neither speak Russian nor read Cyrillic. If the comment is not in English, I will not approve it.

Translation courtesy of google:
Хотя я иногда пользуются Толстого и Достоевского (в переводе), я не могу ни говорить, ни русский читать кириллицу. Если комментарий не на английском языке, я не утвердит его.

To the commenter who I couldn’t figure out if it was a real comment or not– feel free to quote with attribution. Please don’t lift posts entirely. And I have no intention of signing up for twitter, facebook, myspace, etc…

Beyond that, please feel free to use the comment form at the bottom of every post. My comment fields are moderated, but if you’re clearly a real person, and actually talking about the post you’re commenting on it will be approved. If you think you’re comment should have been approved, email me using the address found on the about tab.

Dec 24 2009

Losing is Fun! (Dwarf Fortress)

As a sideshow to my real job, I recently acquired an “Enterprise” level project which really needs to get some attention. However, my productivity has been nil for the past week thanks to Dwarf Fortress.
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Dec 14 2009

Early December Update

I was working at my real job all weekend, so wasn’t able to participate in Ludum Dare 16 which was just held. The theme this time was ‘Exploration’. Check out the 121 entries if you get the chance. The next LD will be held in April.

Also this past Friday, Mochi announced the results of their November contest. The game which won, Sixty Seconds to Live by Chris Underwood, is a game in the ‘room escape’ genre which did an excellent job of the having the 60-second time limit integral to the game, had a distinctive crayon-drawn art style, and even made use of well executed vocals!

Minute Dungeon didn’t place in that contest, but I still think the exercise of developing it was useful. I received enough feedback to encourage me to strip the time limit out and extend the game. Plans for the As-Yet-Unnamed-Future-Roguelike-Built-In-Flash (AYUFRBIF.. doesn’t really work as an acronym) include a larger dungeon with a scrolling camera and limited field of view, as well as additional monster behaviors and the possible reintroduction of water and other elements dropped from 8PRL when I implemented my game. If you have a feature you want to see, now is the time to let me know! :)

-TF

Nov 28 2009

Minute Dungeon- Design Notes

Minute Dungeon is my entry for Mochimedia’s Novemeber ‘Flash Game Friday’ contest. Flash Game Friday had been a $100 bonus awarded by Mochi on a near weekly basis to a game in their distribution feed selected by Mochi staff. There were no codified rules, and I don’t think anyone paid too much attention to it.

In early November, Mochi announced they were discontinuing the old FGF program, and replacing it with a monthly development contest which would also be called ‘Flash Game Friday’. November 6th, they announced the rules for the first running of the new monthly contest “60 seconds to fame”. The theme of this first contest was ‘60-second game’– ie, the game had to be over in 60 seconds or less.

Key rules were:

  • Entries must use Mochi’s version control and Mochi’s distribution feed.
  • Entries must use Mochi’s Leaderboards, and automatically submit scores on game completion

Beyond that, there were some instructions on how to tag your game so it could be found in the distribution feed by the judges, and that’s about it. Everything else was left to the developers.

WARNING! Long and rambling discussion of my design methods ahead. I write these in large part so that I have a record of what I did, and definitely not to suggest you should emulate what I do.

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Nov 25 2009

Minute Dungeon

WASD or Arrow Keys to move, Spacebar to use items, comma or period to rotate inventory
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Oct 13 2009

Cellular Automator Project- Design Notes

These are the design notes for Cellular Automator, which will probably be a slow burning long term project, with no immediate commercial utility. I’m a hobbyist game programmer, and have basically no experience in Cellular Automata research, so if I get terms wrong please excuse and correct me.
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Oct 13 2009

Cellular Automator 0.2

This is the first version of a cellular automata visulizer. At the moment it’s just kind of a toy. Click the screen to add cells, then press play to see how they develop. I’ll do a separate post for the why’s and wherefore’s when I get around to it. Any and all feedback is appreciated!

Current features:
- Three rulesets implemented

- Allows resizing from 3×3 to 500×500, including non-square grid sizes
- Allows the grid to be cleared
- Allows single generation stepping
- Attempts to run at 5 generations per second in normal mode
- Attempts to run at 10 generations per second in fast mode (skips rendering every other generation)

Known Bugs (so far):
- Sometimes you may have to press clear twice to reset the generation counter. (I know why, but it’s not a straightforward fix unfortunately)
- After resizing, the ruleset will be set for Conway’s Game of Life, regardless of what is being indicated. Click your desired ruleset again if you wanted something different.

Oct 05 2009

What is a short form game worth?

An interesting facet of the Flash Game Development Scene (for lack of a better term) is the fact that there is basically no monetary barrier to entry into Flash Game Development. Distribution channels already exist to put your game just about everywhere, and many flash game portals gleefully exert no editorial control whatsoever, allowing their users to rate games up or down at will. This means that in this arena, a truly well made game from an amateur can compete successfully with work produced by professional Flash artists.

Because the amateur and professional have different expectations for compensation, and different definitions of success, the question ‘What is appropriate compensation for a given game?’ is complex. Professionals may fear, perhaps justly, that the existence of the amateur in the same distribution channels tends to drag them down, to the point where they can not produce independent IP cost-effectively (ie: make enough to pay rent). Some amateurs (including to some extent, me), may be more interested in distribution, feedback, and e-peen, than hard cash. Players meanwhile, are consuming the end product only, and potentially get confused when asked to incur substantially different costs for two products that they don’t perceive as different.

The current primary system for ‘monetizing’ flash games (sponsorship and in-game advertising) is fairly complex and does not favor professional developers. Alternate microtransaction systems have been deployed by at least 3 serious players, and other models are being proposed all the time.

Out of historical interest I think it’s worth noting that there was a market for short-form games prior to the internet. Back in the early to mid ’80s, short-form games similar to the smaller flash games of today were distributed in magazines and books, usually as BASIC programs, or sometimes as ‘machine language’ hex listings.

Tom Halfhill, who had been a senior editor of Compute! magazine, was kind enough to answer an inquiry about authors rates and reported that authors of these listings in the early 1980’s were paid $100-150 per page, with average programs running about 6 pages ($600-900). After Compute! added disk based distribution some authors were receiving as much as $5,000 depending on how much space the program took up on the disk. Another source reports much the same… Analog was paying $60/page capped at $360 in 1984.

Using Mr. Halfhill’s inflation calculator (java applet), these numbers can be adjusted to 2009 equivalents of $815 (Analog) – $2007 (Compute!) for a six page game (1983 as a starting year). The top-end disk based games get adjusted to $10,363 (using 1985).

For comparison, FGL reported the average accepted sponsorship bid for January 2009 as $743, and Sep 2009 as $1589.[1] Note that these averages don’t tell the whole story– we know that some developers will accept as little as $100 for exclusive rights including source code, and we also know there have been sponsorship deals in excess of $10,000. The total volume of the short form game market is probably larger than it was in the ’80s. FGL alone reports $184k in transactions for September, and they do not represent 100% of sponsorships.

I don’t want to suggest that it’s a bad thing for flash developers to be looking at other models, and I look forward to playing the long-form microtx games which are on the horizon! However, I think that the current compensation model for independently produced short-form games appears to be in line with historical pricing for independently produced short-form games in at least one distribution channel.

-TF

[1]- Link. Requires an FGL account.

Edit 10/7: Changed link for ‘excess of $10,000′ to a better overview.

Sep 13 2009

Positech Games does not release Gratuitous Space Battles

… but they’re taking pre-orders, and a pre-order gets you entry to the open beta. :)

Gratuitous Space Battles (GSB) is the most recent game being developed by Cliff Harris (Positech Games), a one man development studio (contracting out gfx, sfx, and music) in somewhere in England which produces strategy games for the Win/Mac platforms. Despite a fairly extensive pre-release marketing campaign which included gameplay videos and blog posts discussing the development which had me excited to play the game, and despite having purchased 3 games from Positech in the past, and despite following a discussion about pre-release pricing… I somehow failed to notice that pre-orders were being taken. :( Fortunately, I happened to stumble onto Positech’s site looking at an unrelated application, and decided to check to see what the status on GSB was.

It’s not my intention to turn this blog into a review site, but September is looking pretty sparse. I also think that there is an overlap between the Flash gaming community and the Win/Mac/Linux indie gaming community, but visitors to my site are not necessarily visitors to the various Win/Mac/Linux game developer sites which is where I had become interested in GSB. So if you haven’t heard about the game, read on.. Read more »