Hey guys,
Right now, I’m
taking a break from massively overhauling the website. In fact, this might be the last blog post I
make on Blogspot, and will otherwise be moving all previous blogs over the last
two years to the new site. The new site
is going to be created through Drupal.
And though I've used Drupal briefly before, it’s a lot to learn. I’m pretty comfortable with php and MySQL,
css, and object oriented principles in general, so I think I’ll pick it up
pretty fast, but it’s still going to be a colossal amount of work. So what’s the point?
Up until now,
I've modeled the public image of Stigma Games after a big time game publishing
company. We’re working on multiple
titles at once right now. And though we’re
not funded, the idea is when we’re close to releasing, we’ll announce our
games, have tons of stuff to show off, send press releases about it to game
journalists, get exposure, and hopefully things take off. But I've been wondering if that’s not the way
to go.
I recently
read an article about Chris Roberts and how he recently broke the crowd funding
World Record. He’s at $25 million. Most of that is through PayPal donations. Now, Chris Roberts is obviously famous. Just about every PC gamer I know about my age
has played the Wing Commander series, so if he asks for money to make a space
sim, people will pay attention. But
putting that aside, he said in the article that Notch was his inspiration.
Now, no one
really knew who Markus “Notch” Persson was as he was building Minecraft. But instead of building up content and
unleashing it upon the world, he invited people to come in so he could bounce
ideas off them and ask them what they wanted to see in the game. In that regard, gamers became part of the
creation. And because of that, 3 million
of them bought Minecraft while it was still in beta for $20 bucks a pop.
Ok, so what
does all this mean for Stigma Games? We
have boatloads of content to show off and talk about. With the new site, we would be able to start
showing it off while it’s still unpolished in an effort to get feedback from
other gamers outside Stigma Games. Anyone
would be able to log in and post their feedback in certain sections. We’ll have alpha builds of our games
available to be played directly through our website. I’ll be building a public forum as well once
we have enough users signed up. I hate
seeing dead forums. But otherwise, the
point of the site would be to engage people.
I've mentioned
what’s good about letting people in, but there’s danger here. Just ask Richard Garriott how great an idea
it was to let people in early for Tabala Rasa.
Or the lottery winner who hit Kickstarter to pitch his MMORPG idea using
his 2nd grade reading and writing skills who then insulted the many people that
pointed out how terrible his ideas were by telling them how they were just
jealous of his money.
Aside from
being obnoxious and insulting fans, the more realistic danger for us is to make
promises, have to back track or completely abandon things. We could also have fans that make suggestions
that are either unrealistic, bad, or won’t work with our overall theme. Such fans could feel like we’re not listening
to them when we don’t implement those ideas.
Also, we
might be long term gamers, but having great ideas for games and knowing how to
make them are about as different as knowing how to drive a car and how to build
one. We make mistakes, have to pivot,
and change. I’m not as excited about the
idea of letting people in and watch us first hand as we screw up and have to
make radical changes.
All that
aside, where we’re currently at: Raygun
Rocketship is now playable on the Ouya.
Once the Drupal site is up and running, I might start holding events at
various pizza places around town to get random gamers to check it out and give
us instant feedback--hopefully convincing them to go to our website and get
involved there. I mean, I could
essentially do this every night. I've
already talked to a Round Table in the area about it, and they like the idea.
Our casual
game is playable. I might have
mentioned, I don’t remember, that we parted ways with the programmer on that
project and threw out all the code he did and started over. Well, it’s playable (again) and completely in
HTML5 like I wanted it done in the first place.
We’re planning on following a Candy Crush Saga model with it--Facebook
and Mobile platforms where you solve puzzles as you move along a board. If you beat a level on your phone, you can
pick up where you left off on the Facebook version. It’s pretty rough right now and just got
basic functionality, so still a long ways to go.
Our fighting
game hit a big snag. We have a theme
song for it, which is good. But art wise
is not coming together how we’d like. We
made this mistake before--spent way too little time in pre-production, jumped
into production, and things fell apart.
This is a really common mistake that new developers make--have a cool
sounding idea, jump into making it, realize they’re making a design or art
style mistake, but feeling like they’re locked into it since they’re so far
into production. Rather than feeling
locked in, we’re starting over and throwing out most of what we have so
far--about 6 months of work. This
fighting game has changed radically from a simple and funny fighting game you
could play on your phone to a complex game for the console (starting with
Ouya). Why are we mostly walking away
from the massive mobile game market to move to the tiny Ouya market? Maybe I’ll explain why in another post.
As for
Dawnshine, we’re close to finalizing some game play mechanics. The next step is to make a prototype out of
index cards and see how the game plays.
It’s good to know that there’s a local community of table top game
designers who get together though a Meetup group to test out their
prototypes. We’ll see. Ok, back to Drupal.