Showing posts with label personal. Show all posts
Showing posts with label personal. Show all posts

Monday, June 2, 2014

Realizations and Level Setting

I had a bit of an epiphany lately that I think is worth sharing at this point. I am following someone on Twitter who's handle is @HobbyGameDev (his G+ is +Chris DeLeon (HobbyGameDev)). It was through the work Chris has been doing that I've started realizing that maybe I've been looking at Otto Von through the wrong lens. In particular, am I truly committed to making Otto Von a "going concern" that could provide a career for me - with all the associated risks - or is it more of a "hobby".
I think the answer that I've been leaning toward, at least presently, is that it's more a hobby than a career. Would I like to do Otto Von all day, every day? I think I would probably say "not really". Not that I like having a job and I would love to work for myself rather than someone else, but all of the uncertainty around being an actual indie developer may be more than my risk-averse situation allows for at present.
When I think about doing that, I realize there are some prerequisites, skills, and connections I need that I don't have. First, I would need several months worth of savings available to really take a stab at doing this as a career and right now I have several years of negative savings available. It's been a very rough year financially. In all honesty, we weren't really able to afford to send my daughter to Waldorf for as long as we did, but we've finally figured it out. It's also a great time for her to transition out as she's going to be starting middle school next year.
Secondly, there are definitely some skills that I don't have (some very well documented here), nor do I have connections with people who DO have those skills. Or, rather, have connections with people who have those skills and are willing to do this kind of thing as a partnership with profit sharing. Maybe I just need to find some HS students who have tons of free time and lots of drive. Regardless, it's been challenging and while I can put out some apps, they're not going to have the kind of polish and "oomph" that I'd like them to have. Will they be "good enough"? Probably. Will they provide the kind of income I need to make this a career? Probably not.
So, given that Owen Goss (of Streaming Colour Studios and Milkbag Games fame) did a survey a couple of years ago and learned that the average lifetime income from an indie game is $1200, I would need either a TON of games out there, or I would need to be better than average. And that's the mean, which means that 49.9% of games earn less than that. And that would require a lot more games.
So, what does all of this mean? It means that I'm not an indie trying to make it in the bigger world. What I really am is a hobby developer enjoying what he does.
Happy coding!

Saturday, February 8, 2014

Facepalms

Before the holidays, I was really focusing on OttoJotts by trying to finish up what were a dozen or so tasks that needed to be finished before I could release the game. I had determined, based on the lack of response I was getting from my artist on a separate project, that I should focus on something that I had a lot of control over and had made some good progress on completing. After I broke everything down that remained to be done, I found that I had a month or so of work left on OttoJotts to finish it off. I blazed through several different tasks, had to create some new ones, but overall was making some good progress on it. Then the holidays happened.
Catniss in Nutcracker
The Thanksgiving to Christmas period at my house is one of lightly ordered chaos. Catniss has several performances of The Nutcracker with the Colorado Ballet during that time and the spousal unit sings professionally as a caroler for different functions. Toss in a couple of illnesses and the whole time is just ridiculous. I was certain I wasn't going to get much done over the break so I didn't really even bother. And then for Christmas I received Call of Duty: Ghosts, so I had at least a campaign to complete before I could get back to anything. Then it was January and I joined a CoD clan and then we had a clan war and then... Long story short - nothing really happened on OttoJotts from November through January.
When I tried to get back into it, though, I found it more and more difficult to get back into the groove. I found plenty of opportunities to procrastinate and not work on OttoJotts at all - including finding some data from fiksu.com about iOS 7 adoption (you need to check out that site). Given that adoption rates are around 82% for iOS 7 and I've been having trouble getting OttoJotts to draw properly in iOS 7 (something changed in the basic UIView stack I still don't understand), it put even more of a downer on wanting to work on it. Plus, I had something else potentially brewing at the 9-5, so my motivation was a little more depleted than I thought it could be (without being completely disinterested).
BUT (and it's a big but), that's when things started heading south. The "something else" dried up and I started feeling like the 9-5 isn't going to be terribly viable for much longer (which suxors hardcore). Suddenly, without really feeling like I was up to it, I decided that I need to get back to doing what I should be doing, even if I didn't feel like it. I started checking out what needed to happen with OttoJotts and just couldn't, for the life of me, actually open up the project. I'm just a little burned out on it. It was supposed to be a pretty quick little app that would go into the App Store and then maybe make a buck or two. Instead, it's turned into months and months of continuing development that don't quite seem to be going as well as I'd hoped. All of the backend work is challenging for me (I'm a front-end - but not UI - guy). While there are still only about 80-100 hours of work left on it, I think I'm going to put it on back burner while I reinvigorate with something else for a while.
I thought I had been recharging a bit by playing some other games and taking some time off, but I think it's had the opposite effect. It's put new and interesting distractions in my path to getting anything done for real. Unlike some acquaintances, I haven't hit it big on the App Store and can't just semi-retire at the moment. Until then, it's nose to the grindstone no matter how distracted I want to be.
It's not that I don't love doing this - I do - but it's that I just find myself in the same position over and over again: unable to complete some portion of the game because I lack some skill. I need to either acquire said skill or find someone who is willing to help - and unfortunately I haven't found people who are likeminded about doing this. Or I do and they totally flake. *sigh* As a result, I have a hard time being motivated to work on things.
My favorite captain
All of this said, I have about 4 games that are in various stages of completion. If I can just get ONE of them done and out, I think I can make enough to either hire the people to finish the others or perhaps attract enough interest to get people engaged. And then I'd have a small group of games earning a little money in the store for me and that might be enough to get the ball rolling. Which would be totally cool.
So, I am once again ditching my current project (OttoJotts) for something else - for now. Hence the facepalm (to left). It's been a rough few months and I am not at all motivated to do this, but I am motivated to not be dependent upon a salary. I'm not thinking of quitting any time soon, but going to work when you don't have to makes the trip a whole lot easier and more pleasant. And THAT'S the goal - to have the flexibility to do what I want to do when I want to do it. Don't we all?


Sunday, September 8, 2013

Crawling toward the goal line

For several months I've been using a Kanban board (via www.kanbanflow.com - a great FREE resource) to track the work I need to get done on OttoJotts. It's been helpful seeing both the work that I've been getting done (very minimal) and what's still left to do (big and growing daily). That said, it's been nice going through and moving things from Ready to Pull to In Progress to Done. I'm keeping my WIP (work in progress) limit to one because, yeah - I'll get distracted if it's more than that.
Part of my Kanban board
Almost all of the work left to do is around the two player game. I will need to go back and sort out all of the bad decisions I made around single player games when I get into Beta, but until I complete these remaining 11 stories, that's not worth my time. The nice thing about the board is that I can see how much time I've estimated it will take to complete each story. And when I sum them together, I get 176 hours remaining. Which is actually pretty cool. I am, in theory, 4.25 weeks from being done with OttoJotts. Assuming that I worked 40 hours a week (which I don't) and that I haven't terribly over- or underestimated any of these stories (which is kinda likely).
STILL! 176 hours is actually reasonable. There is real potential to be done with this thing before I sprout daisies. And bringing together a lot of technologies and pieces that I have only some familiarity with (and certainly wouldn't claim proficiency or expertise). Well, beyond using agile methodologies to track the work (and even that was a latecomer to the project). Overall I'm feeling, well, accomplished.
I had this gigantic negativity about the project when I put it on the back-burner last year. The size of the work that needed to be done seemed ginormous and insurmountable. But when I picked it up again and poked at it I saw some small successes and those kept building into other successes - small, to be sure, but present. And then when I finally took an accounting of all of the things that I wanted to complete before I could explore the possibility of releasing the game - 176 hours were all that remained. And out of those 176 hours there are 80 hours that I put in for what I consider will be some large efforts - things I don't have any idea how to do. The good thing is that they're down well-trodden paths - I just need to find the guide map and make my way down those paths.
So, it's been a LOOOOOONG winding road getting here, but the end really truly is in sight. And thanks to tools like KanbanFlow I've been able to focus on prioritizing the work I need to do next and focus on the current item only. And, hopefully, this is the beginning of something really exciting.

Sunday, July 28, 2013

OttoJotts REBORN!

Once, a long time ago in a land far, far away, there lived a wanna-be game developer who decided oh-so-frivolously that he would write a game based on a game from his youth. One that he had played with his very erudite mother and worked wonders to both improve his vocabulary and his spelling. He thought that he could write the basic game in a few weeks and then the multiplayer version in a few months and be done by the end of summer. But alas - our wanna-be game developer had a case of the hubris.
He was able to complete the core game mechanics in a week or so and then spent far, far too many days working on getting the user interface to work. For, you see, our developer wasn't "graphically inclined" (read: his artwork suxors). So he spent many a day trying to get some basic things looking good enough to play. And then - amazingly - the single player version was complete! And there was much rejoicing!
As he began to work on the two player version, however, he stumbled and stuttered and fell flat on his face, for his game required a "back-end" (read: database and middleware to talk between the device and the database). And he despaired because again, alack, his database skills were "lackluster" at best and his middleware skills were, perhaps, rated "mediocre". He worked diligently, though, trying to connect all of the pieces. And finally, he got some of the information he wanted to get from the device to the database and back again! And there was more rejoicing!
But then came the actual "two player" work. And there was much gnashing of teeth and grunting of exertion and swearing of curses. And the developer grew weary and tired and despaired of ever completing his opus. He feared that perhaps he would always just be a "wanna-be" game developer.
And then the Great Fruit From Which A Bite Has Been Taken decided that the manner in which he getting information from and to the database was WrongTM. And it was deprecated (read: removed). And the developer was despondent. Not only would he have to actually finish the work to allow two player games to work but he would also have to change all of the code that worked to do that work. And he despaired. And exerted. And cursed. And gave up.
One day, he found that his current hosting provider was deprecating the product he had grown to love these past 10 years and would require that he move to one that was far more limited or one that was WAY more complicated. He decided to move his website and his databases and his code to a new provider who offered a product more in line with his old product. And it was good.
Then, while distracted with another as-yet-fruitless pursuit, he decided to open up the old code and see whether it was possible to make the needed changes for the new database host and make sure he followed the rules of the Great Fruit From Which A Bite Has Been Taken. After looking at the code and the middleware he decided that it wouldn't be that bad after all. And he poked and prodded the middleware, making a tweak here and a revision there until - it worked! And there was astonishment!
And our poor, despondent wanna-be game developer is no longer so despondent (although he is much poorer). He had Purpose. He had Intent. He had - a real opportunity to actually get back to finishing the damn thing.
So now, to you, my gentle reader who has so patiently put up with this long and purposeless fable, I make claim to the Twitterverse, the Facebookverse, and general Internetverse that OttoJotts is REBORN! And it WILL. BE. DONE! (By Halloween.) (No seriously, I mean this.) (Stop laughing.) (Dicks.)

Sunday, April 21, 2013

Simple diversions

I've been working on my game for a bit over the past few weeks, but have run into something of a roadblock. I don't know whether I want to continue on this path - I'm having a hard time "finding the fun" in it. Plus, the "real job" has been a real Debbie Downer, so I've been in a bad mental state. Not sure if the problem I'm experiencing is general malaise or if it's indicative that the game really isn't that fun. I've been playing some Modern Warfare 3, Civilization V, and Skyrim (trying to level my blacksmithing to 100) trying to recharge my enthusiasm. Not really helping so far. Although I did get my blacksmithing to 100 and then made it "Legendary" which reset it. Not really sure what the benefit there is, yet...
I attended the Mile High Agile conference on Friday and one of the sessions was about "gamification" in the agile space. A lot of the context was "how do you insert game elements into your teams so that they stay engaged". He provided some examples like LinkedIn's profile completeness (you want to be at 100%, right?) and the Nike+ product (which I'd heard about in a different context) tracking/sharing/comparing against your friends. There are some game elements in there to be certain. I'm not sure what elements of gamification would work at the 9-5, but the jarring reminders about basic game design left me contemplating the game I'm writing. Some of the basic elements (progression of difficulty, activity loops, etc.) just really aren't there. Is this because I'm failing to write something of quality or is it because there are different elements? What is the "fun"? How hard/easy is it to "find the fun"? Will it end up being the same game over and over again (and therefore boring) or will people stay engaged? How might I make the game continually challenging?
All of this was swimming through my head all weekend and I wasn't really any closer to resolving it until actually writing it out in this blog. I have some ideas about progression now. I had already decided on some kind of "ranking" system, but that was just a rudimentary tracking system based on the number of games you'd played successfully. But the difficulty of the game never changed - until now. I think I know how the single-player game can be more dynamic and grow with the player. Nothing fancy, mind you - but enough to make it something someone might be able to start with and then get better at over time. Not counting the multi-player version, of course (which will be hot-seat only for now, I've decided - back-ends and me are just not working right now).
So for now I'm working on the fully-expanded version and will then winnow it down for the first time players. But the point is that I'm now feeling a little more energized about working on this. Sometimes all it takes is a conversation with yourself to get back on track. Owen Goss, the main guy at Streaming Colour Studios, tweeted me this morning (whilst I was in the depths of whining about my un-developed/un-released software) that I needed to just "ship it!". And he's absolutely right. Funk over - development restarting. Thanks Owen.
I thought I'd leave this here, though. It's my Xbox Gamer Card and shows how much (or how little) I'm playing. And if you have an Xbox live account and want to kick my ass (not a hard thing anymore), maybe I'll see you online.

Sunday, August 19, 2012

More Mayan Madness and Inspiration

So it's been a while since I've posted. Unfortunately in the weeks since then I've had a hard drive "almost" fail, a Time Machine restore TOTALLY fail, the hard drive FINALLY fail, and lots of restore pain. In short, it's been a hell of a few weeks. But now I'm mostly back to normal (well, the laptop is) and running again.
19 Aug 2012 in Long Count
I've been working on the Long Calendar app for the past few days. So far I've added a lot of better graphics to it so it looks better than it did before (see picture to the right). I think it's starting to look a little better. I wasn't planning on working on the glyphs until I had completed everything else, but I'm actually really close now. I have two remaining bugs. For some reason the Haab and Tzolkin calculations are incorrect. I'm guessing I messed something up when I fixed some +1/-1 problems earlier. And BCE dates aren't working correctly right now. Again - I think I managed to break them at some point during development.
One thing I'm not doing much and need to be doing a lot more is the unit test. Xcode 4.2 integrated a unit testing framework into the system, which is awesome. I need to spend some time really beating it up and understanding it a lot. With this applet I feel that it could be beneficial (it would have caught the changes that broke the calculations), but I'm also pretty far down the path. I've got a set of tests that I do whenever I make changes, so I'm not totally out of sync with current development methodologies, but still feel that with all of the agile experience I have that I'm not being "true" to the methodology by not doing it for my own projects. Especially since Apple has done the "right" thing by encouraging developers to do it. Next project I must do it.
Regardless, things are starting to come together with this. I expect that I'll be able to get this completed this week, I hope, and get it into the AppStore next weekend. Earlier would be better, but there's a lot going on right now - lots of swirl and lots of stress.
On a good note, though, I spoke with a friend from my HP days - Cooper. He works at Microsoft right now and I was in Seattle last week and rang him up. He's one of the most talented engineers I know (perhaps the most talented). He's also one of those people who is completely committed to whatever it is that he's working on at the moment. He inspired me to work on things that made me happy when we worked together. We actually started talking about starting our own company before MS offered him riches that would make Solomon blush. But it's Coop who really encouraged me to dream bigger and work harder to achieve those dreams.
I've sort of lost sight of that in the doldrums that are everyday development. It's easy to forget the why of what you're doing in the day-to-day of doing. What do I want to have? The ability to be with my family when and where we want to be. To be able to provide for them while not being beholden to a time clock at a wage-slave job. To not be a sarariman. As you probably know, I have a 9-5 at Comcast. The "job" is good - challenging to be certain, but I'm well-compensated and enjoy working with my coworkers. But it's not what I want to do in the long-term. Before I got this job I told my wife that I wanted my next job to be my last one - that I would make this Otto Von thing work come hell or high water. And what's happened in the 2.5 years since I started at Comcast? Not a whole lot. I've managed to learn a lot but at same time waste a lot of effort not focusing on the end goal.
Talking with Cooper has really re-focused my energies on that end goal. I was reminded of the possibilities we had back at HP. Of the things we talked about doing and the places we'd go. Of the games we'd write and the lives we would change. Of the paradigms we'd create with our innovation. We'd be the Nintendos of the game world. And that's gotten lost.
So, here we are in August. What will the next few months bring? I don't know, but I do know that I'm reconnecting with those "halcyon days of my youth". I'm remembering WHY I'm doing this and why I need to make this more than just a hobby. It just takes a look at my family and a chat with an old friend to bring everything back into focus with a clarity I could scarcely recall. Almost like a haze that slowly dims your vision. Over the years it just seems fuzzier than it used to be. And then you clean the haze away. Now I just need to keep the haze away.

Monday, June 4, 2012

Silly Little Mayan Long Count Calendar Utility

So for post 101 (that's 5 in binary), I'm giving a sneak peek into a silly utility I decided to develop. I don't know why, but it's just been one of those things that I thought "you know - why not?". So I am. And what IS said utility? Oh, it's tres bien, mon amie. And tres sillie. (And yes, I know that sillie is not really French). Regardless, here's a screenshot:
And what, pray tell, is that? Why, my friends, that's a Long Count (commonly referred to as "Mayan") calendar converter. It tells you what day it is in the Long Count (which, ya know, 'ends' on Dec 21 of this year - but not really). The Long Count calendar is actually pretty straightforward. It's mostly based on the number of days since the "dawn of man" which is 13.0.0.0.0 - a date that correlates commonly to August 11, 3114 B.C.E. It uses a Julian dating scheme (every day is just 1 more day) and then divs and mods them into buckets (b'ak'tun, k'atun, tun, winal, and k'in). The main Wiki page gives a pretty good explanation of the whole thing.
I pretty much started it this evening when I got home, but I've been reading about the Long Count for a while now. I'm intrigued by different counting methods. I used to have a devil of a time with them (converting from decimal to binary to hexadecimal sucked). And then I heard Tom Lehrer's "New Math" (YouTube link here - and yes, you want to click it) and it completely resonated. I grokked it. My mom had Lehrer's LPs (if you remember those, you're older than you look) and I listened to them endlessly. Since then I've kind of geeked out at new methodologies.
Anyway, I looked in the App Store and saw a couple of things about the Long Count calendar but saw that some people were disappointed in the lack of functionality of some of those other apps. There are multiple "reckonings" for the start point of the Long Count, but those are all just relative to the main reckoning. It seems simplistic to use the different reckonings for reference use and also to allow people to convert any date. Probably be able to put in a Long Count and have it convert to a Gregorian date as well. So I'll see what I can do to make that happen and quickly.
Given that I have the basic calendar already working in just a few hours I'm actually feeling a lot more accomplished than I have in ages. And that's a good thing. And tres bien, mon amie.

Saturday, May 19, 2012

Using Kanban for Work


I've been using agile development methodologies (Extreme Programming (XP), RUP, Scrum, etc) for over a decade now. In every job I've had in that time I've touted the benefits of using agile rather than whatever process was prevalent (usually just basic waterfall). In some cases the teams totally bought into it and saw fantastic productivity improvements (like a 300% increase at one company). I've had grassroots support in the trenches only to have senior management balk at it ("too hard to track", etc. - the typical NIH issues). In some cases, the team decided to implement it anyway. Other times the team thought they knew the technology but just ended up with iterative waterfall (smaller waterfall cycles).
Example KanbanFlow board
For all of my work with Otto Von I've done agile in some way. I've been doing primarily XP with some modifications given I'm a one-man shop. But lately Kanban has been getting a lot of traction in my mind and I've just started using an online Kanban board (see this post for a little more about it). What I like about Kanban is that it's really better adapted to how I need to work and what I focus on from an agile perspective - take on a small chunk of work, complete it, move on to the next.
A slice of cake is like a story
So what does Kanban offer? First, as in all agile methodologies, you start with decomposing the work that needs to be done into small pieces. The key concept is to look at the entire project as a cake that you cut into vertical slices. In most applications there are layers that need to be built (back-end, UI, storage, database, etc). With the slice, you focus on doing all of the work on the layers at one time in the slice while providing some small element of value to the project. In the picture above you can see that I've got stories like "Add Friend". These require UI changes. back-end code, and DB changes. That's my slice for that piece of work. These can sometimes relate to "functionality" or "features", but traditionally features are larger than a story would allow.
Your first column is usually the "backlog" or "To Do" list. These are the stories that you've started to define but aren't really complete enough to really consider for developing. Ideally you prioritize the backlog so you can quickly identify those stories that you need to finish defining first. Your "Ready to Pull" list are the stories, in priority order, that can be worked immediately if you have the bandwidth. The "In Progress" is just that - things that you are actively working. Sometimes called your "WIP" (work in progress), this should contain only those stories that you can work on and complete in two weeks (the standard iteration/sprint length). This insures that you don't try to take on multiple tasks that de-focus you from working something through to completion. Finally, when you've completed a story you move it to the "Done" list. It's pretty straight-forward, but the challenge is making stories/slices that are usable and small enough. It takes a lot of practice and even after a decade I struggle sometimes.
Kanban allows you to have multiple work items in process (your WIP limit). For me that's generally one. I need to focus on that one thing, get it completed, and move on to the next. With a larger team than I have (i.e., more than one),  your WIP limit will be larger. Using the Kanban board lets me prioritize the work that needs to be done. I can add new stories, shift priorities - all things that are important in running a small project.
KanbanFlow, the free(!) online board I'm using doesn't have some typical user story fields (and no, I don't get a kickback for rating them so highly, but maybe I should; are you listening, KanbanFlow?!). For instance, it tracks time in hours not points. I guess you could use the "hours" field as a "points" field, but overall it's a small thing. So far I am very pleased with the software and able to work around (or ignore) the things I don't require.
If you're looking to get some focus on your work, Kanban is certainly one methodology that you should explore. And KanbanFlow is a very good free service should you choose that direction. Good luck and happy coding.

Wednesday, April 25, 2012

OttoJotts and other stuff

Been working on the back-end pieces of OttoJotts over the past few weeks. It's been slower than I'd hoped, both because I'd run into a small issue that was keeping me from moving forward with the game views and because I was finding other things I wanted to do instead (like catch up on Reddit and watch some videos). I've been a bit demotivated the past few weeks. Lots of stuff happening personally and financially that have added more stress than I needed right now.
On the OttoJotts front, though, things have been progressing reasonably well given the time I've spent on them. Right now I've got the account information and the main game list showing up. I still have to get the game details (the guesses and such) showing up and the ability to start games. Still a lot of work left but once I get these things sorted out it's a lot of playtesting and hooking it up to the iPhone.
iPad is still something of a question. I don't own one so I'll need to rely on people who do to test it out. I'd like to make sure that it works and that I have a good set of graphics for it so it looks reasonable. Just hoping that at least one of my friends is willing to help out. *wink wink*
The other issue I've been running across has been my ADHD kicking in wanting me to work on another small project and get it out. That's kind of what OttoJotts was supposed to be, so I hesitate to jump through the hoops to get something started only to end up on month 15 with nothing yet to show for it. I need to take a Kanban approach and just finish the work in progress and then work on the next thing. It's something I've struggled with for years and is once again rearing its ugly head. I wish I were more motivated to finish OttoJotts and get it done. Maybe I'm unable to complete things. Maybe I'm afraid of what happens if I do complete it (total flop). I don't know - it's just frustrating and adds to my stress level.
Anyway, lots to do at the "real job" (for now). I have tons to do still but I can actually pull this out if I can just get some focus on it. Send happy, supportive thoughts!

Wednesday, January 4, 2012

2012 Updates and Such

So I totally suck at updating this thing in any reasonable sense. It was a very busy period since February of last year through the end of the year. My son, Andrew, was born in April and a lot cascaded from that event, as you'd expect. Summer vacation was then upon us and a lot of things cropped up meaning that nothing happened with OttoJotts. Then the new school year was upon us and then Halloween and then Turkey Day and then Christmas (holy crap where did December go?!) and then New Year's. Wow.
So now it's 2012. The end of the world will be upon us in 352 days so I better get cracking on this game. What's on tap for right now is finishing up the two-player games which are started (mostly it's just friend management right now) and getting out Alpha 4 with those and then getting the rest of the functionality into Alpha 5 so I can get Beta 1 polished and out the door. The goal for Alpha 4 is to be out to testers by the end of February, Alpha 5 by Memorial Day, and the final game by Independence Day. What? You don't measure your year by holidays?
So that's the plan. It looks good on paper and may actually be do-able. We'll have to see. I just feel that there's an awful lot left to do and this really, sadly, isn't my full-time job. It's not even really a part-time job what with playing dad with the kiddos and stuff. Hopefully I'll be able to devote some more time to getting this project done. I've only got like 5 other ideas I want to get working on before the world ends in, *checking* yup, 352 days.

Sunday, February 27, 2011

New OttoJotts UI Ideas

I was in the shower today getting ready to pick up Cathy from a birthday party (no, not that one - we unfortunately missed that one *headdesk*). This was not her cousin Zavi's party in Laramie but my best friend Dan's son Matthew's 6th birthday. It was at Chuck E Cheese's and now that I've wasted far too much time with off-topic over-explanation, let me get back to the point of this post - user interface ideas for OttoJotts.
So while I was in the shower I began thinking back to the days when I used to play Jotto and what usually had to suffice for Jotto sheets when we'd exhausted our supply. We opted for legal pads, a ruler, and a pen. So this made me wonder - what if I made the UI look like a legal pad (or at least just lined paper) and then had all of the buttons and letters be handwritten? I think it might be "retro", but I think retro is hip these days (it's so hard to tell sometimes). PLUS, it's something that I, with my limited graphic artist skills could likely pull off. That was a definite benefit.
I think it would be very cool to have a slick UI like, say, Words with Friends, but I'm just NOT a graphic artist. Been there, done that, got my wrist slapped. I may just need to accept my limitations on this particular point (not that I ever thought I was a graphic artist). What does this mean for Alpha 4? Absolutely nothing. I'm sure I'll find ways to try to derail myself from actually working on code and work on the cool new UI, but it needs to wait until Beta 1. The alphas are all about functionality; betas are about polish. So that's kind of the thinking for, say, April. And I've got a cool idea for the badges, but that's later as well.
I guess we'll see how well I can keep this "shiny new toy" on the back burner. I've actually managed to get most of the friend and game creation code done and in, which was surprisingly smooth. There's still a lot of hardening that needs to happen, but I think that once I get into that mode it will be straightforward to do pretty much the same thing to every file. Plus, I need to make the code a little harder to exploit, which I hope I can get done with a minimum of fuss. Let's just hope I can keep up some of the focus here to make this project FINALLY successful.

Saturday, February 26, 2011

Decisions, decisions

So after sleeping on it last night, I have a plan. Scary, I know. I've always planned on integrating OttoJotts into Facebook as well and, since I'm going to do that, I think I need to release the game with 2 player games. First, as I mentioned in my previous post, I don't think there's really enough solitaire content to make the game compelling for 1 player. The 2 player game is really where it's at and, when I honestly think about why I did the 1 player game version, it was mostly to vet the concept and test the subsystems. Now that the 1 player game is mostly complete (sans hardening) it's time to really get into the 2 player game. I need to remind myself about the success that Words with Friends had and it's only a 2 player game - there is no solitaire game available.
So, with that said, I've recommitted myself to finishing the bloody thing with 2 player games available. I've been a bit down about the lack of progress and I'm sure that's what's going on (plus it's been a bit tight financially at Chez DeVoe). I think the need to make a bigger, better splash with OttoJotts is far more important than trying to get just something out the door. If I put out a piece of crap (fart apps, anyone?) then people are less likely to trust that my follow-up games are going to be any good. As the first app from the "studio", I need to make sure that it's a good one that people will think is good quality and good value for the money (if not excellent). Then, as my other apps come online, they'll be more inclined to get something else from me.
What this all means, I guess, is that I'm back on the initial track. After a reasonable night's sleep, I actually have some ideas for handling the game creation. Yes, it will take a little time to get it sorted, but I think it will be cleaner in the end, re-use some code (which is always good), and still meet the needs that the 2 player games require. So, back to the salt mines.

Friday, February 25, 2011

What to do?

So I've been having a bit of crisis of faith on OttoJotts. I think the game is pretty fun and should be enjoyable for total word geeks like me. The concern I'm having, though, is that as I get further and further into the two player games, the more things crop up that need to be addressed. For example, most recently I realized that in order to do two player games I need to revamp how the games are set up - and that they'll be different for 2 player than for solitaire. This, in and of itself, isn't what's causing the crisis, but rather it's the whole process. I've been working on 2 player games all this year. I haven't been doing it full time, but I've spent upwards of 2 weeks of actual time (80 hrs) working on it and I keep finding whole new sets of things I need to do before I can move forward. So now the question is - should I keep moving forward with the 2 player games and have them available at launch or should I launch the single player (solitaire) games and then, in an update, add the 2 player games?
I'd say that a fair portion of the games in the App Store are single player. You might be able to challenge someone to beat your score or something, but in general the two player/multiplayer market isn't quite as prevalent. So having 2 player, competitive gaming would be a differentiator for my game, but the time it's taking (or at least seems to be taking) is making me wonder if it will EVER get out.
Currently I'm still torn on what to do. I'm not sure that the single player/solitaire game is going to be compelling enough to keep someone playing. There's not enough there yet (achievements, etc) to make it something that a player would come back to over and over again. The graphics need to be redone to make it look a bit more professional (any graphic artists willing to work on a royalty basis out there?) and the game play needs to be cleaned up and the app hardened overall (error handling, etc). So I've still got at least 2 weeks of work left to do all of that, even if I dump 2 player games for now.
So, what to do?

Monday, June 21, 2010

Surprising Progress

So I got some sleep Friday night after posting up about how crappy I felt. Saturday wasn't bad - I could breathe (mostly) and I had some level of mental alertness. We had an errand to run involving a road trip to Laramie (about 2.5 hours away "by way of the regular highway" (article here and lyrics here). We saw a flyer at Cathy's gymnastics for a dog looking for a new forever home. We called up Susie's mom who agreed to take the dog provided Susie thought it would be a good match. We met the dog (his name is Tank) on Wednesday, thought it would work, and picked him up Friday. Saturday was the hand-off to the mother-in-law in Laramie, so we packed everything up and headed off north. Had a pretty relaxing trip back Saturday night and I crashed pretty hard that night.
By Sunday I was feeling a LOT better, despite being awakened way too early by Cathy (she doesn't quite understand the whole "daddy gets to do what he wants to on Father's Day"). Still, I felt much better Sunday and decided to finish up Dragon Age: Origins (which I did). It was a somewhat hollow victory, though, so I went back a few saves to play a different path through the game. I'll be curious to see what's different about the two paths.
The good thing was by not working on OttoJotts at all on Sunday I was that much more excited about doing it today. I went home for lunch and got some good work in on the game. Makes me wish I didn't need to go back because things were working well. I've got a few screens added at the beginning of the game to allow players to create games. I've done a little bit with the multiplayer stuff, but that's actually not an Alpha 2 item but more like Alpha 4. Still, the basics are there for it. The single player selection is coming together pretty well.
I also touched base with a UI designer to see if she'd be interested and what she'll charge for doing the UI for it. Right now it's pretty cheesy, but it's functional. I'd like this to actually be good (maybe even compete with Words with Friends kind of good) and I know enough about my limitations to know that won't happen if I do it. :)
I've also touched based with Greystripe, a in-game advertiser that does the ads for Words with Friends, and will be looking at incorporating that into the game. That's a later addition as well. Maybe Alpha 3 as Alpha 4 is looking pretty full with the multiplayer games being added.
So, I'm pretty happy with things despite losing an entire weekend (well, one day by choice). I think Alpha 2 release might be this weekend if things keep going well, even if I run into a few bumps on the road. I did realize this weekend that I've been working on this (very) part-time since 29 April. That's kind of scary, actually, but things are progressing. It's just an important personal milestone to get this done and out in the wild. Once that happens, I feel like I can really claim to be an independent game developer. :)

Tuesday, June 1, 2010

Alpha 1 Released!

I went home over lunch (the spousal unit is "not well") and decided to take another stab at the installation. I cleaned everything, rebuilt, and sent it back to her email address. When I unzipped everything and dragged it onto her iTunes it seemed MUCH happier - my icon showed up in her Apps list, which was nice. When I click "Sync" it all installed happily and life was looking much brighter. When I ran it on her iPhone and it actually WORKED, that was great (and it connected to the website to get the word list), life was FAN-FREAKING-TASTIC!
I've packaged everything up and sent it out to my alpha testers who will hopefully be able to install it and test it. And I hope they'll be able to read the help screen. In the interest of just getting the alpha out the door I opted to punt on the scrolling help image. It's a placeholder anyway and I couldn't see continuing to hold up the alpha to make it work when it wasn't going to be in the final project anyway. The existing solution is less-than-optimal, but it's also temporary.
In the meantime, my game is now out in the wild. A momentous day for Otto Von. W00t indeed.

Friday, April 30, 2010

Prototyping new game

So I've taken a bit of a hiatus from Daimyo, but just briefly. I'm working on the prototype to a new game that I'll reveal when it's done. I'm going back to Objective-C for iPhone work and, honestly, it's been a bit of time since I worked on anything about it. Good thing is that things are coming back a little faster than I thought it might. I need to get back to some of my reference books, though, because I want to do something that's not really "standard" now (of course). Overall, though, it's coming along nicely as a prototype. I didn't actually think I'd be able to knock this out as quickly as it's been going.
Also had fun checking out an interview with Natalia and Keith at Imangi studios. Ready Set DC did a profile on them and it was quite nice to read about some folks I've been following on Twitter because, well, they're awesome but also the kind of people I could see hanging out with on a Friday. :) The link to the article is here.
So, things are progressing well with the prototype and Daimyo is after that. I think that the weekend may see the completion of the proto, which gives me a week or so to actually knock out the product and get it in people's hands. Then it's off to make the pay version (the proto is of the lite version) and then, maybe, get it up on the App Store.
So, there ya go.

Sunday, February 21, 2010

OMG but time does fly...

Well, it has been a very eventful 7 months... First, my gig at Examiner took up MUCH more time than I thought it would. I guess the first day should have been a preview of what was to come - I came into the office at 9 AM and left at 9 PM. For a while there releases were taking a VERY long time - up until midnight a few times - but since December they've been very reasonable, mostly taking place during the workday where possible. I guess that's one thing I can look at postively. :)
On the down side, we've had a lot of shakeups in the group. First, we bought a company called NowPublic in October. Their management team became our management team. This isn't usually a terribly bad thing, but let me put it this way. NowPublic was a $10 million company. Examiner is a $100 million company. The NP management style is still a little on the nascent side and, honestly, with my having come from organizations like HP - they don't have a management style. They hire contractors and delegate tasks, but there's no employee development, no interest in the employee - because they're contractors. Unfortunately they inherited a team of 12 developers who are employees (well, for now). *sigh* Beyond that, my manager, the VP of Technology, was let go a couple of weeks ago. It was a bit of a blow to morale for the group because all of them had been hired by her and she was one of the original employees of the company - nearly a founder. Morale's been pretty crappy since her departure.
In the meantime, I am once again looking at making the Otto Von thing viable. I've put the iPhone apps on hold (temporarily) while I explore a couple of other ideas. I've published a game on Facebook called Secret Agent - East vs West. It's a spy game set in 1985 using Social Game Studios framework. Yes, you did read that correctly. I actually FINALLY published a game! It's been slow to get adoption, but I haven't really been advertising it strongly. I'm thinking that my work on the other game currently under development will be stronger and more viable. It's a feudal-era Japanese game called Daimyo. The goal is to try to conquer the different regions of Japan and become Shogun. It's coming along nicely, but once again I'm running into personal skill limitations. *sigh* A continuing theme. I've posted up a request for some help from both a UI Designer and a Web Developer on gamedev.net (link posted here). If you happen to know of anyone, please let me know. I'm looking to share profits on this - just need to get some people who can do a little of everything.
Anyway, it's all starting to come together. Slowly, albeit, but hopefully it will be picking up momentum in the short-term. I hope I can look back at this post and the 7 month gap and think - "wow, that's when it all turned around". *fingers crossed*

Tuesday, August 4, 2009

Rough Few Weeks

I've been working on trying to get the Alpha 1 ready for release to my test team, but several things have blocked me. First was that I was in the process of interviewing for a project manager position with Examiner.com. The position sounded very exciting and challenging, so I thought I'd pursue it. I ended up spending quite a bit of time preparing and interviewing it - longer than I expected - but it was a good choice and I start tomorrow. Yay me.
The second thing is that I ran across some unfinished functionality in the app when I plugged in quests, mana pool regeneration, and leveling up. MP regeneration went as quickly as I expected, which was nice. Quests took a while longer because even though I was able to write the back-end code quickly and had it working where I could test it thoroughly, integrating it took far longer than I expected. Part of it was the UI, which didn't work the way I'd hoped, and the other part was that I ran into some memory issues.
The third and most major of the entire blockage has been my MacBook. I bought a MacBook in November to do iPhone development and it was working fine until just recently. I began seeing major slowdowns - to the point where it was unusable - and had trouble copying files and building properly. I was a bit concerned when I couldn't even boot it up one day. I took it into the store and they think it's a bad HDD so they've ordered a replacement. In the meantime I hit Best Buy and bought a MyBook external HDD (1 TB). I managed to back up everything manually - although I can't actually do a Time Machine backup. :( Regardless, when they replace the drive I can get things working quickly again, I hope.
So, I hope to have things ready this weekend. We'll see how that goes, of course. More to come!

Monday, July 20, 2009

Happy Moon Landing Anniversary

Just a quick note to commemorate the landing of Apollo 11 on the moon 40 years ago today. I was but 15 days old when they landed and there is photographic evidence of me watching the landing (live in color from the moon on our black-and-white TV set :).
Twelve men walked on another celestial body. Let's hope that we'll soon be doing it again. Congratulations not only to those twelve men (and the six that flew above them in command modules), but the thousands that designed, built, and maintained the ships that flew them to them and safely back again.

Sunday, June 28, 2009

Busy Day

So we had one of Cathy's friends - Ashley - over for a sleepover last night. Cathy had a bit of meltdown today about Ashley drinking the last of the Horizon chocolate milks. *sigh* Beyond that, it was a good sleepover.
On the game front I got a LOT accomplished today. I started the day with about 75 spells in my list. I started working around lunch time and this afternoon hit 160 spells (32 spells in each of the affinities). I wasn't looking forward to copying/pasting them into XML as it would be an arduous task, but I found a quick way to do - OpenOffice did all the work for me! I just had to make sure that everything came in Oxygen XML Author correctly - and it did. So it ended up being a much easier process than I expected, which is a great thing.
Since then I've been working on the UI for the spellbook. It's been a bit more difficult as custom cells in UITableViews aren't working the way I keep thinking they should. I've got a bug I'm working on right now (which is why I'm blogging :) that is causing me a bit of difficulty. The cell isn't loading properly from the NIB, which I can't figure out. I'm hoping I can figure out before I go to bed tonight. It's getting late, so I need to get cracking on it.
I'm feeling SO much better about things as I've managed to get tons of things accomplished in the past couple of days - and after a week when I accomplished little. Whew! :)