Monday, March 19, 2012

Post-Launch Debriefing

It's been two weeks since NEO Scavenger launched, and things are going well. Truth be told, I'm a little surprised at the reception it's getting. I figured there were some folks out there like me, who revel in hardcore sim-ish RPGs, but the response was better than I expected. Fans and publications alike seem to really like it! I'm thrilled!

For today's post, I figured I'd speak a bit about the experience I had launching the game, as well as some of the sales performance I'm seeing. It's a pretty unique experience so far, and I wasn't entirely prepared.

The Stress of Succeeding

One of the biggest surprises to me was that stress doesn't just come from frustration and hardship. I've been pretty lucky in that I can recognize when stress is getting to me. There are certain things I do, and thoughts I have, when I'm stressed-out. However, until now, I've always associated those behaviors and feelings with negative situations.

Imagine my surprise when a successful studio and game launch was causing the same symptoms! I announced my studio, Blue Bottle Games, and NEO Scavenger on Monday, March 5th. For the next several days, every waking hour was consumed by anxiety. There was this tightness in my chest, and tension in my shoulders, not to mention gritting of teeth and constant shivering. Every thought I had was about player comments, articles about the launch, or what steps I had to take next. It felt like the entire world was focused on my every move, and I had to act both swiftly and cautiously not to let onlookers down.

Of course, by "the entire world" I'm exaggerating. It's more like "my entire world." Friends, family, colleagues, and the niche-within-a-niche that actually enjoys games like NEO Scavenger. (A niche which I'm still trying to define: turn-based, post-apocalyptic, choose-your-own-adventure-survival-RPG?) The positive attention is awesome, but it's also scary. There's a dark thought haunting me that this might just be a bubble, and that the swell of praise may suddenly turn to disappointment.

Rochelle is currently taking a counseling class, and we had a practice counseling session. In it, I spoke about these feelings, and tried to explain why despite the massive praise, I feel anxiety. I eventually came to start referring to a separate "Dan Fedor," the PR version of me that's "out there" on forums, in emails, and interacting with the world re: NEO Scavenger.

One of my biggest worries is that I'll somehow let fans down: I'll forget to respond to them, or fail to visit their forum of choice, or I'll make a design change to the game that's contrary to their tastes. I realize it's impossible to be everywhere and do everything right, but it's hard to walk away from my desk at the end of the day and accept that. So far, I've been pretty good at maintaining regular hours. I still sneak peeks at email, forums, sales numbers, and magazine reviews outside of regular business hours, but considering this is a company and product launch, it's probably far less than it could be.

Sales Figures

Speaking of sales, I should at least touch upon that point. It's too early to tell if NEO Scavenger is going to be a financial success. Having sunk almost a year's work with no salary into it, I have a long way to go before it recoups the cost.

Still, for the first 5-6 copies sold, I would excitedly tell Rochelle "we made $50 today!" or "we made $38 today!" when she got home from class. We'd both be genuinely excited that someone, out there, thought the game was worth their money. This was after announcing the launch to my various social circles, mainly friends and family.

I also had my new studio mentioned in two BioWare-related articles:


Direct sales as a result of the above pieces were a bit slow to materialize, but I believe they were integral to this next development: just as I was getting ready to start sending emails to other game journals, I was scooped. Within a day of each other, I received coverage in 3 major games journals:

plus threads at Reddit, RPG Codex, Something Awful, Bay 12, 4Chan, and many more. I suspect the Escapist and VG pieces were what tipped off the magazines, which cascaded into other forum coverage. (FYI, RPS was the biggest contributor to traffic, by far, followed by Reddit, indiegames.com, and Something Awful.)

It literally transformed the sales performance. In the 48-hour period after those stories broke, I sold over 200 copies. Rochelle and I were floored. Sure, that's not Ferrari money or anything, but that was, like, rent and groceries money. We could afford food and shelter again!

The spike subsided, as most game launch spikes do, and has settled into a 20-40 sales per day range. I'm waiting to see if that is a plateau, or just the most recent slope in a long tail. Either way, it's a pretty good result for my first gig. I'm definitely glad I went the self-publishing route on this one, and not sponsorship. It's possible sponsors would've offered more than I've earned so far for the game, but there's a good chance I've crossed at least average sponsorship price tags already, and this is only week 2.

Of course, this was an unusual Flash game. 9-months in development means NEO Scavenger will take quite a few more sales to break even, and even the best sponsorship deals would've barely broken even, financially.

I'll have more to say on that topic once time passes.

There are other areas I'd like to talk about as well: the launch impact on hosting and bandwidth, feature voting, offers for volunteer help...a lot has come up in a short time.

However, I should really get cracking on NEO Scavenger's save game feature. It's been a big request, the leader on the voting boards, and I think I can have something working in the beta today. Only if I stay focused, though!

Monday, March 5, 2012

Blue Bottle Games, now launching!

Well folks, the day has finally come: it is my pleasure to present to you my new studio:


I'm nervous as hell, and I hope I haven't messed anything up, but I'm also proud to share what I've been working on, and excited to see what people think.

You can check out the new site at http://bluebottlegames.com, where I talk a bit about the studio, my plans for it, and of course:


My first game, NEO Scavenger! I've made the fruits of 9 months of labor free to the public. Yes, that's one human gestation period. No, I didn't plan it that way.

Go on over there and give it a try! I'm anxious to hear what folks think; what they think went right vs. wrong, and how they think I can improve.

It's not perfect, by far, but hopefully you have fun playing. And if you're really jazzed about it, maybe you'll decide to become a supporter, and help fund more features and content!

What Does This Mean for Game Dev Gone Rogue?

I plan to continue Game Dev Gone Rogue in a limited capacity, but NEO Scavenger-related talk will now be the domain of the newsfeed on Blue Bottle Games's website and @BlueBottleGames on twitter.

GDGR will continue to be a vehicle to talk about indie-hood, running a business, and other topics that I think might be interesting or useful to aspiring indies.

I'll try to keep at least the pace of before, though I'm sure Blue Bottle Games will occasionally steal more of my time than planned.

So once again, go check out the new site! Play the free demo! And have fun!

Monday, February 20, 2012

Toys in the Apocalypse

If you came here for apocalypse stuff, you might've found the last couple posts pretty boring. So to make up for it, I thought I'd break from the business speak for a post to share some previously unreleased goodies from NEO Scavenger. Yay, new toys!

Secret Stash of Toys

First up, say hello to the new face of suburbia!
I'll take the next bus, thanks.
One of the first things you'll see in NEO Scavenger, is that the world isn't what it used to be. Much of the landscape has been devastated and abandoned. Plus, there are these large, flying creatures way back there, that can't be good.

But if you're a scavenger (and you are!), every scene like this is an opportunity. A danger, sure, but think of all the useful stuff you can find. Like this:
iSlab: Guaranteed to make you look younger than the kids who assembled it! 
What do you do with an iSlab? Heck if I know. But they're everywhere! Also, these:
Corn-a-Cola: Made with real high-fructose corn syrup! 
You can drink these. They have calories. Yummy, empty calories. They even give you a shot of pep! Just beware the sugar/caffeine crash that inevitably follows. Still, sometimes you take whatever you can get.

Dan is not responsible for sudden increases in worldwide squirrel lynchings.
For those do-it-yourselfers, there are other ways to find food. Like this squirrel snare. You'll need some branches, some string, and some know-how. But damn, if a squirrel roast isn't tasty after days of eating gelli bears!

Also, remember that rifle I showed off a while back? Well, it turns out you can accessorize it!
It goes with my shoes.
If you're lucky, you may find a shoulder strap in an old shack. Find some small parts, and something to screw the lugs with, and you can sling that sucker over your shoulder. Look ma, no hands! And if you're really lucky, maybe you'll find yourself a telescopic sight too.

No rifle to attach the sight to? No problem. Even carrying just the sight in your hands still lends you extended visibility range! Which is handy for spotting these guys:
"Will kill you for stuff."
Creatures in NEO Scavenger have always dropped the equipment they use. Unlike some RPGs, where you dispatch a guard and are lucky if he drops an item, creatures in NEO Scavenger have, use, and drop their loadouts when killed. And different creatures carry different things (except dogmen, who only carry razor-sharp claws and an irrational hatred for guys in hoodies).

History buffs may be excited by this next one:
OX News: 100% Bull.
Littered throughout the wasteland, newspapers represent one of the few (albeit limited) glimpses into what led to the apocalypse. Each paper, though weathered to near illegibility, still contains a morsel of info. Here's a sneak peek:

End of the Road for I69
I69 becomes second interstate highway to be reduced to gravel in Michigan DoT's "Resurfacing Budget Reclaimation" initiative. With two of the three major traffic arteries to mainland America reduced to secondary road status, many are concerned that access to mainland USA will become severed.

A Native American Werewolf in New Mexico
The Pueblo Rock Casino has been plagued by controversy since its announcement last fall. First, a debate over possible uranium contamination in the soil, then reports that soil from an archeological native grave site was being used as landfill for the casino. Now, a week after its grand opening, casino operations are suspended indefinitely as mutilated bodies are found on the premises by guests. Several staff members quit shortly after the discovery, reporting having seen “skinwalkers” in the casino. New Mexico authorities are barring access to the casino as the investigation continues.
Doesn't sound like good news, but I'm sure they're just a few unrelated events...

Monday, February 6, 2012

Indie Business Administrivia: The Pre-Flight Checklist

The saying goes, the last 10% of a game takes 90% of the effort. And if one is self-publishing, that is doubly true. (Which, I guess, means the last 20% of the game launch takes 180% of the effort. So invest in a time machine.)

Each week, I think to myself "this'll be the week I announce my new company." And each time, there are a few (crucial) things yet to nail down before I flip on the "Open" sign in the window. Forget about polishing the game design. That's a problem I wished I could be solving right now. No, I'm talking about business administrivia. You know, the stuff you never had to worry about before becoming a sole proprietor.

The list seems to grow as fast as I can check things off: finding a host, finding a payment provider, defining product delivery and pricing...things that seem simple, but bog down progress at every step. Part of it is that I feel the need to research each before making a call. I want to bring at least a minimal amount of expertise to each decision, which means research. Which means time invested. Which means another week goes by and I'm still not prepared to receive traffic.

The Pre-Flight Checklist

So what are these things? What makes them so important that I can't launch without them in place? I'll do my best to get them down in a list here. Perhaps they'll be useful to others self-publishing their first game. And at the very least, it'll help me to itemize them in one place.


  • Business Development - As covered in a previous post, setting up a business is its own project. There are quite a few considerations to be made in doing so, and I don't think one could do it in any less than a week. And even then, there are some additional items I forgot to cover, such as:
    • deciding on a bank account for expenses/revenue
    • deciding on a filing and accounting system
    • implementing the above decisions
  • Website - Your website will probably be your storefront if self-publishing, so this should receive significant attention. Depending on your aptitude with web technologies, this probably means at least another week of planning, development time, and testing. Probably double that. Considerations include:
    • What info will your website present? The game, of course. But what else? Is there any background info on your game? What about company info? Will it have a newsfeed, or just pre-planned pages?
    • What social media tools will the website have? Will users be able to follow your accounts from your site? Will you have upvote/like/retweet functionality? How can users contact you? Email? Phone? Post? Twitter? Facebook? Google+? Will you have company pages on any of those social sites?
    • Where will users go to discuss your games and company? Assuming your game grows an audience, where are they going to go when they have questions or comments, or just want to share stories? Are you going to host your own forum, or rely on other community sites out there (or fans)? How will your forum work? What sections will it have? Who can post, read, upload, flag as abuse? Who is going to moderate your forum?
    • Is your website going to have user accounts? How many types? What does an account grant to the user? How will you handle logins? Lost passwords?
    • Is your webhost/server up to the task? How much traffic are you anticipating? How much does your webhost allow? What if you go over the limit? Does your server have any processing or memory limits, and how might that affect traffic limits?
    • How are you going to handle website security? SQL injections, DDoS attacks, rainbow and brute force login attempts, etc.
    • Are you going to backup the site anywhere? Where? How frequently?
    • How will you handle developing on your site when it is live? Will there be more than one instance of the site, for development purposes? What is your migration strategy to make dev changes go live?
  • Payment Provider - How will you receive payments from your customers? If you want to sell your game, customers have to get money to you somehow. You are almost certainly going to need a payment provider. Pixel Prospector has an awesome list. In fact, they have many awesome lists for indies on their site.
    • PayPal - There are many providers, but this one comes up a lot. And it has some considerations that make it worth mentioning. PayPal is not a full-service payment processor, unlike FastSpring and BMT Micro. With PayPal, you are on the hook for figuring out local sales taxes for all your customers, and paying them to local governments. You are also on the hook for any product fulfillment actions (hosting the game files, sending links). Furthermore, PayPal has had made rather dubious decisions regarding frozen accounts and destroyed violins. They're a cheap service, to be sure, but make sure you know what you're getting into. The extra money per transaction may be worth it to avoid the hassle.
    • Whomever you choose, you'll want to accept PayPal as a payment type. In fact, aim for many types of accepted payments. There is such a thing as too many types here, but consider who your customers are. Many may be too young for credit cards, so PayPal and mobile payments may be their only (non-gift) purchase option. Fortunately, most processors accept PayPal as readily as credit cards.
    • What is your payment flow? Will you have a shopping cart, or just an order info page? How does the customer receive their game when finished?
    • How will you protect against hacking? Most payment processors have a mechanism for guarding against spoofed orders, but be sure you understand and are comfortable with the tools before using them.
    • How will you handle lost orders? Customers who lost their copy of the game (or login info)?
  • Pricing Structure - What are you selling, and how much does it cost? Are you selling an executable file? Access to a website? Virtual items in a free game? Much of this should've been answered long ago during the game design phase. But, as I discovered, these answers can still change very late in the project. Sometimes as a result of internal changes, other times as a result of market changes. Still, you'll need to consider this topic at least once.
    • What is the cost of goods sold? (a.k.a. "cogs") This is more than your development costs. It must also consider hosting costs. Your payment processor is another cost. And what about marketing? In digital goods, this may vary as the number of sold goods changes. But at least make sure you're not losing money on each sale (e.g. a flat "per transaction" fee of $0.75 means you shouldn't sell for under $0.75. Maybe not even under $1.00.
    • Will you have a fixed price for your product? A variable price? Choose your own price? What is your price range? Ideally, this is informed by your business plan's target market. Do you sell 1000 copies at $20, or 4000 copies at $6? 
    • Will you have sales or other promotions?
    • Are you giving away bonus items?
    • Will you sell non-game items, such as t-shirts, soundtracks, or posters?
  • Public Relations - How are you going to get the word out about your game? This, like pricing above, depends a lot on your game design. Your business plan should've explored this as well. It'll depend a lot on your product, and the people it's intended for. It'll help with the following considerations:
    • What channels will you use to talk about your game? Magazines? Websites? Which ones?
    • Are you planning on having a presence on Twitter? Google+? Facebook?
    • How will you handle demo copies of your games, for reviewers at magazines or websites?
    • Where does your target audience hang out? Where do they get their info on games?
    • How do you plan to talk to your fans? Are you going to write a press release and blitz spam it to every news outlet? Are you going to tweet about what you had for breakfast before starting your day? Do you cross-promote with other game developers? Will you blog about fan-knit mittens when they send them to you? They sound like silly questions, but I think it's worth at least imagining how you'd handle such situations. What kind of voice will you have with your audience?
  • Piracy and DRM - It's a dreaded topic, but you should at least give it a good amount of consideration. We're assuming here that as a self-publisher, you're charging for something. So what happens when someone gets the "something" without paying the charge? There are as many ways to approach piracy as there are developers, so there's a lot of freedom here. And truthfully, I think most methods (including no DRM) result in enough success to warrant people using them. So it becomes a matter of choosing the method that suits your style and product.
    • How can your game be pirated? Can the file be copied and distributed? Can user accounts be shared on the web? Can other portals include it in an iframe? Whether you choose to have DRM or not, it's worth examining how the game could be obtained by those you didn't give it to.
    • Do you care if it's pirated by players? Some people invest in DRM to deny players access until money is provided. Others view any player as platform growth and a potential source of PR, and are happy to have their game played by as many people as possible. I'm probably closer to the latter than the former. I'd rather 5% of 1000000 players paying for the game than 100% of 50.
    • Do you care if it's pirated by businesses? What if a someone sells copies of your game without giving you a cut? Or what if they host your game on their site without your permission? This is what I do care about. It'd bug me if someone took my work without asking, and started selling it on his terms. Or worse, rebranded it as his own and sold it. By definition, that's money out of my pocket. And if a stranger approaches you and starts fishing around in your pocket, you do the sensible thing: you gut punch 'em. Putting one boot on his chest and shouting "Victory!" is optional.
Ok, I think this is where I'll wind-down my latest list-based post. I really seem to rely on bullet lists a lot. Must be my short stint as a producer still wearing off.

The above list is pretty substantial, but I'm sure I've forgotten something. That was kinda the inspiration for this post, after all. Things like the above just keep popping up, and I wouldn't go forward without first thinking seriously about each of the above.

I may never have it all covered, but at least I'll have enough covered that the stuff I missed is manageable.

I think.

Tuesday, January 24, 2012

Business and 80's Supervehicles

The final push continues, as I tie-up loose ends with company formation, and work on the website and related functionality. I already have the company name chosen and registered, along with the website, but before I start driving people to it, I'd like the website to be ready to receive new users. Part of that is simply having the game, community features, and information about the game for players to immerse themselves in the NEO Scavenger universe. Another part of it is a "call to action."

New Business Model

After some thinking, I've decided to abandon pursuit of sponsorship on sites like Kongregate, Armorgames, and Newgrounds. I'm worried that sponsorship would hinder the growth of the NEO Scavenger franchise. A sponsor's prime directive is to drive traffic to their sites, and my goal is to have fans of the NEO Scavenger universe coming to my site for more games in the series. These forces would be in constant opposition, and would probably confuse the message.

Furthermore, while sponsorship would've meant a nice injection of cash, that dollar amount would be fixed. I may not make more self-publishing NEO Scavenger, but at least self-publishing removes the artificial limit. As well, licensing probably would've meant a month or more of bidding, followed by additional time awaiting publishing on the sponsor site. And even then, exclusivity probably would've meant waiting longer still before getting the game visible anywhere else. I'm at the point now where I want people playing NEO Scavenger, and helping me understand if I should continue or switch to a new product. The idea of waiting over a month to start getting that feedback makes me uncomfortable.

NEO Scavenger isn't complete, by any means, but it's ready to be played. I'd want to make it more complete before opening it up to sponsorship, which further increases the delay. As-is, I think it actually makes a pretty good demo. There's an unlimited amount of sandbox scavenging and wandering to be done, and just enough story to make a 30-60 minute session interesting. So I've started making arrangements to self-publish on my own website, with a freemium-style model.

Users who visit my website will be able to play NEO Scavenger as it stands now. It's basically a demo, and gives the user an idea of where I'm heading with it. Development on the NEO Scavenger demo is over, and I'll begin work on a premium version. If they like the demo, they can "buy" access to the premium, which grants them immediate access to the closed beta builds on the site. i.e. they can play the premium version as it is being developed, not unlike Captain Forever, Cortex Command, Mount & Blade, and Minecraft did.

The price will be up to the user, within a range I provide. All price points grant access to premium, and at least one vote to be used on a list of upcoming features for NEO Scavenger. Paying users can cast their votes on which feature they're most excited about. It helps me gauge interest in upcoming features, and gives them some involvement in the development.

Higher price points will likely grant more votes, as well as other Kickstarter-like bonuses. I'm still working out the details there, but may include adding your own feature to the voting board, characters named or fashioned after the likeness of the customer, unique abilities or items to use in-game, etc.

I guess I felt I wasn't scared enough already, so let's try a crazy business model too!

UI Love

I've done some more UI polish lately, and I'm really digging the outcome. The game is really starting to look good, and a theme is developing with UI elements: one of scavenged controls from 80s super vehicles.

Nothing says awesome like illuminated push buttons.
Using elements like LED indicators, textured black plastic, arcade-style illuminated push buttons, and combining them with label tape, missing wires, and hand-written "do not press" notes, the game starts to feel more in-character with scavenging. Here's a shot of the buttons in action:

The new buttons for switching inventory modes harken back to 80s Mercedes dashboards.
The status bars already had a sort-of boom box equalizer style to them, so these new gaudy buttons seem to fit right in. You can also see some new cursors and mouse mode icons in the top of the screenshot above. It wasn't clear to all users what each of the mouse modes did, and which one was active. So I reworded them for clarity, and added different colors to each mode to distinguish which was active. The currently active modes also have LED indicators.

New title screen!
I finally got around to cleaning up the preloader and title screens as well. They had previously been dumpy-looking since the switch from 1280x800 to 800x600 resolutions. Now, things are back in alignment. You can see the buttons for viewing credits and instructions here.

Also, Chris B had a great suggestion for the NEO Scavenger logo: add a notch near the R ins scavenger, to follow the contour of the lettering more precisely. I really liked the idea, as it made the silhouette more distinguishable, and made the logo more quirky and memorable overall.

Security and Other Issues

As the game migrates from home development to web service, I've had to do a lot of work preparing it for the wild. I added the requisite site-locking code to the game, to ensure it only executes on authorized servers. The swf's reliance on local server data means that it should be a hassle to steal and transplant on another website. I also implemented a code obfuscator, for some security against decompiling.

Why all the security? I'm not actually concerned with folks playing the game without paying for it. I'm sure it'll happen. It's probably not even a bad thing, as long as I can manage to pay the bills. More eyes on a product at least means a greater awareness. Besides, waging a war on piracy is not what gets me up in the morning. Making cool games does.

No, I'm more concerned with pirate portals. People who take NEO Scavenger, strip out the links back to my site, and profit off of my work. I invested a lot of my own cash into making NEO Scavenger. So if someone is going to hack my name off the title screen and claim the game as their own, I'm going to at least make it not trivial to do. I owe that to myself.

And in the end, the game isn't a fire-and-forget title. It's an evolving thing. It's a different game on Tuesday than it was last week. Customers are getting access to a service: the "Dan Fedor is making a game for you" service. If you're a customer, and you want the best NEO Scavenger experience, you'll come to the source, where it's fresh, and better than anywhere else. All other copies are imitators: irrelevant.

Or so the thinking goes. I guess I'll find out soon enough!

Monday, January 9, 2012

Bonus Post: New NEO Scavenger Screenshots

It's been over a month since I've said anything about NEO Scavenger, and I let an extra week slip by between blog posts last time. In order to make amends, it's Bonus Post Time! Two posts in one day!*
*Bonus post time does not constitute an offer or agreement between author and reader to provide additional posts in case of blog rhythm lapse. Void where prohibited.

New Items!

I've been hard at work creating more items for NEO Scavenger. Most of the items I create can be used in some game mechanic. There is only one item that has no use yet (a handful of ashes), and none that are vendor junk. Each item can either be directly consumed, equipped, used in crafting, or in an encounter. As a result, they take a bit of time to make.

Ideally, I'd like for there to be a variety of each item type, for both setting flavor and better character customization. But I'm prioritizing more verbs for the player to use above more nouns. Once enough of these verbs are in-game, I can start rolling out the variety. And I'm really looking forward to that. (Neon-colored "Hiya Poopy!" kid's backpack? Yes please!)

Let's go shopping at Shop Mart!
In the screenshot above, you'll notice a whack of new items. (Or as my junior high creative thinking advisor would call it, a "whomp" of new items.) New items include:

  • Shop Mart shopping carts! (NEO Scavenger's first vehicle)
  • A handful of small parts, screws, and bolts. (Useful for crafting!)
  • A metal saucepan (For cooking and beating!)
  • A multi-tool pocket knife (Is there anything it can't do?)
  • Lock picks (For those pesky locked storage sheds)
  • A .308 hunting rifle, with AP and soft-point rounds (Hard to find)
  • A nanorobotic medical kit (It's like having 100000 tiny surgeons on-call!)
  • A crowbar (For when scavenging quietly is priority #2)
  • A military-grade laser rifle (Ha! You thought the .308 was hard to find!)
  • Mushrooms (Culinary or poisonous? Only one way to find out! Or two.)
  • A variety of berries (Black and blue, good for you...)
  • Squirrel corpses! (Source of meat and fur. But careful they don't rot!)
  • Squirrel pelt gloves (Who says you have to find everything you wear?)
  • A handful of twine, thread, and floss (Suitable for squirrel snares, or sewing!)
New Skills UI!

I also gave the skills screen a much-needed overhaul. There was some confusion as to how skills vs. traits worked. In practice, they behave a lot like any other item: traits are like containers that you can equip (e.g. a bag), granting you room to fit skills into (e.g. putting items in the bag). Traits are usually drawbacks, skills are bonuses. So taking more drawbacks means you have more room for bonuses.

Choosing skills and traits in the new UI,
I start each player out with four "Basic Human" traits for free. They each grant space for one skill, with no penalties. If the player wants any more than four skills at the game's start, they need to take a trait. The trait might limit their carrying capacity, or make them need food more often, so they should be chosen carefully.

I also separated skills and traits into different boxes, and changed their colors, so now skills are blue and traits are red. This should make it clearer that they are different beasts. Previously, they were lumped together in one box, with blue and white colors.

Finally, I made slots for the traits to go into. I might as well use this opportunity to teach players how to manipulate items, since they share mechanisms anyway.

New Inventory Controls!

I've also changed the way the inventory screen controls work (again). My most recent playtest was with a 9 and an 11 year old. Using my laptop's trackpad, they were unable to shift+drag items into slots. Furthermore, ctrl+click to consume items was not easy to remember. Overall, it was just too hard and required too much dexterity to manage the inventory. I've had a lot of input suggesting this might be an issue, so it was finally time to try something new.

Shift and ctrl are now out of the picture. Instead, the user can click toggle buttons to change the behavior of mouse clicks in the UI. If you look at the top of the above screens, you'll see a bar with different action icons such as "drag" or "take." Clicking any of those activates that mode of mouse input, until the user clicks a different mode. No more shift+drag to move an item. Now, the user can choose the "drag" mode to move items around by hand, or the "take" mode to quickly auto-drop items from ground to body and vice-versa. 

The "use" mode replaces ctrl+click for consuming items. Some users were trying to drag items to the mouth, or other areas of the body to use. I had provided a "Use" slot down in the lower left corner, but I don't think anyone looked there. And ctrl+click was not well-documented, so people just gave up.

The "whole stack" button toggles whether the click operates on a whole stack or not. When on, whole stacks will mvoe around. Otherwise, just the top-most item in a stack will. This is mainly there for large stacks of items.

Each of the mouse modes also has a hotkey; 1, 2, 3, and 4, respectively. These should be close enough to the WASD keys used for map scrolling and item rotating, as well as the UI hotkeys for different screens/menu (Q, C, Esc).

Finally, I made one subtle change which has drastically changed the usability of this screen: I made mouse clicks register on release rather than on mouse down. I'm not sure why I didn't try it sooner, but the former feels way more predictable and easy to control than the latter. It also makes dealing with partial stacks of items possible. I lose the ability to hoover-up items by holding the mouse down and moving it over everything I want, but I gain more precise control in exchange. Usability wins.

New Logo!

As the game nears completion, it was finally time to tackle the logo. I had a lot of doodles in the past, but my eventual logo choice looks like this:

Official NEO Scavenger logo.
The idea behind the logo is that NEO Scavenger mixes past and future, chaos and order, natural and artificial. The world of NEO Scavenger is filled with high technology, supernatural activity, man's fading past, and his tenuous future.

The NEO lettering reflects scratched lettering like that found on potsherds. Specifically, the ostraca used by archaeologists to piece together details of daily life where whole records are sparse. Indeed, the NEO portion of the name is an acronym for "New Earth Ostracon," suggesting the piecing together of our present times from the point of view of a post apocalyptic scavenger. This will be revealed in the game at a later time.

The Scavenger lettering looks more organized and futuristic. It is meant to give a feeling of modernness, even futuristic style. It also recalls the era of sprite graphics, the chosen art style for the game.

Finally, there was a series of criteria that I wanted the logo to fulfill:
  1. Must look good in black and white - One mistake inexperienced logo designers often make is to design a logo that requires 3 or 4 color printing to see correctly. 3D rendering and subtle shading look really nice under ideal situations, but what happens when your logo is photocopied? Printed on a cardboard box? Faxed? On 1-color LCD? I wanted the logo to be legible and recognizable in the most restrictive display situations.
  2. Must be vector-based - Logos will appear at a wide variety of sizes, and it's best to have it saved in vector format for the inevitable day when you need it printed at 300dpi. Or on a poster. Or a t-shirt. I sketched the idea in Photoshop, but I ultimately transcribed it to Illustrator.
  3. Must work on all backgrounds - You never know where you might end up putting this logo, so it's best to have a plan for when it is over a dark and a light background. In this case, enclosing the logo in a double border ensures it shows up no matter what.
New Scavenging Mechanic!

The game is called NEO Scavenger, but the scavenging mechanic was pretty boring before: just keep opening up the inventory screen on each hex to see what's there. I did some thinking, and prototyped a few ideas on paper, and came up with the idea below.

Scavengable hexes have magnifying glass icons.
Whenever the player is wandering around, magnifying glasses appear on some hexes at random intervals. These are scavenge icons, indicating that the hex has a scavengable location in it. (Box icons mean there are items of value in the hex already found) When the player enters the hex, they get a button in the top right allowing them to scavenge the current location.

Standing in a scavengable hex.
Pressing the scavenge button opens up an encounter screen, with all available scavenge locations listed for the hex. In a suburbs hex, this might be a mobile home or storage shed. In a forest, the player would only see stretches of forest to scavenge.

Choosing one of the scavenge locations shows the player some info on the prospects, such as the danger level, the likelihood of finding anything, and the chance of attracting unwanted predators. The player is also presented with any applicable tools or skills that would affect the outcome.

Once the player chooses his tools, the scavenge result is calculated. The player may find loot, may get injured in an accident such as a collapsing roof, or possibly attract the attention of a man or monster.

The idea could still use some fleshing out, but I like that it puts scavenging more in the hands of the player, rather than just random loot generation per-hex. We'll see how it works in practice.

And That's Not All!

Really, this may be the most exclamation mark dense post I've written yet. But there's a lot to talk about! In addition to the above, I've worked on:
  • Adding Playtomic API for metrics - Playtomic was super easy to implement, and I'm already collecting data on my debug plays. Still working out the best metrics to track, but this should be a no-brainer for game devs out there. It's free, easy, and useful.
  • Implemented a preloader - The final version of the game will need to be self-contained for portal sponsorship, so I made it possible to roll the content into the package based on compiler options. Doing so means a larger file size, though, so the preloader is there to tell the user how much game has downloaded in real time. Flixel's built-in preloader was easy enough to tailor to my needs.
  • Implemented SecureSWF by Kindi LLC - Just the trial version for now, but I think this is the package I'll be going with. It was a bit tricky to get working, as the settings needed tweaking to work with my code. But I managed to get it working in an afternoon, and most devs swear by it. So this is going to be a near-term purchase for me.
  • Added a save/load game feature - Still hammering the kinks out, but I can now save data for a game. Not sure where I'm going to store it yet, though. Considering GamerSafe, but I don't want to kibosh my chances of getting sponsored.
And there's still so much more to do. I'm being pretty harsh on feature cuts right now, trying to get something viable packaged and ready for sponsorship this month. It breaks my heart to leave some features on the cutting room floor, but I should be able to scavenge them for the next iteration. "Release early and often," they say, and I am looooong overdue in that department.

2012: Broadcasting from the Apocalypse

Well, 2012 is here. Speculated by many to be the end of the world. I suppose it's only appropriate that this will be the founding year of my new company. (Ahem, I mean the company will make games involving post-apocalyptic settings. Not that other thing you were just thinking.)

Business Development

As reported earlier, I became a permanent resident (PR) last month. Permanent residency was a big deal for two reasons:

  1. It allows me to stay in Canada indefinitely.
  2. It allows me freedom of employment without any visas, including starting a business in Canada.
Without #2, I was unable to work for anyone other than specified by my visa (i.e. BioWare Montreal). It was frustrating not being able to do much about my employment situation except wait. Having a hobby to work on helped, but I felt stifled by not being able to do much of the business development necessary to start an indie studio. Now that I'm in the clear, I can increase throttle to full (well almost, see below).

I spent a lot of time researching start-up businesses, and trying to get a handle on what was required. There's a ton of good info out there, but the hard part seems to be narrowing it down to the parts that are applicable. In case it helps any readers, here's a list of steps I went through. None of this should be taken as legal advice, as I am not a lawyer. Also, many of these are specific to the province I live in, BC. However, the general idea will be similar regardless of Canadian province/US state.
  1. Draft a business plan - It sounds like a hassle, but it has already paid off for me. Doing this has put a lot of things into perspective for me, and forced me to answer questions I hadn't considered. Take this step seriously. It doesn't have to be polished if you don't plan on showing it to investors, but it should be as complete as possible.
  2. Decide on a business structure - I spent a lot of time thinking about this one, and was quite close to incorporation. However, doing step #1 revealed some things about my plans that were making incorporation sound like overkill for my start-up. Also, I was lucky in finding Jack Nilssen's Dark Acre Year Zero Post Mortem when I did, as it bolstered my confidence that sole proprietership was the best fit for me.
  3. Submit a business name request - Provided you're going with a name other than your own, you'll need to register that name with BC. You'll need one primary name, and two alternates in case the first is taken. I did mine online, and it only cost $32. I made a spreadsheet with a list of company names, and researched the following for each:
    1. Check if the name is taken in BC at Name Requests Online (click Step 2).
    2. Check if the name is trademarked in Canada at Canadian Trade-marks Database. (It's not as comprehensive as a NUANS search, but it's free).
    3. Search for the name on the internet. I considered the name good if there was little conflict with other search results, particularly in the video games area.
    4. Verify the desired domain is still available. This step is optional, but you'll probably want a website for your business if you're going to market your indie games. I used whois.net.
  4. Register your business - Once your business name has been approved, you must register the business with BC within 3 months of starting. I also performed this step online. In fact, BC makes this and the next few steps pretty easy by integrating them all in one website, the BC OneStop service.
  5. Register with the CRA - If your business sells goods and/or services, and the world-wide annual sales exceed $30k, you need to register for the GST/HST. The IRS probably has a similar requirement in the States. For me, this step must wait until I get my PR card, as I will need a permanent SIN number (like an SSN) to register.
  6. Obtain necessary business licenses - Depending on where you live, your municipality may require you to obtain a business license. Turns out living in the woods saved me about $80/year, as my municipality does not require licensing. However, most towns and cities do.
  7. Employee considerations - If you hire any employees or contractors, there are a number of employee-related programs you'll need to look into. These include EI, payroll deductions, WorkSafe programs, etc. I'm sticking with solo for now, so I was able to skip many of these.
I also collected links to some additional sources of info, for those interested:
  • Small Business BC's checklist outlining the process of starting a business in BC.
  • Start Your Own Business - a handy walkthrough and reference for starting a business (US-centric, but most topics still apply). Available as paperback or kindle. Thanks Mom and Dad!
  • BC OneStop - I already link to a subsection of OneStop in step #4 above, but the general site provides a wealth of info, and is worth checking out.
As you can see, there are quite a few steps involved. Fortunately, they're not too hard to do. In truth, it took me longer to straighten all the steps out and make the necessary decisions than it did to actually do them. With any luck, I've saved some budding indie some research time!

So what name did I choose? Well, the website is being developed, so I don't want to direct anyone to empty space. Stay tuned!