Progress on all fronts

Some weeks I feel like I have made little progress. This week was looking like one of those weeks but this weekend of few things have suddenly come together and I can see things really have moved on.

Invaders from Dimension X

First up are some early drafts back from my graphics expert for Invaders from Dimension X. In the game, the alien actions are dictated by the player randomly selecting an activation chit.  This is one of those areas where converting a game to PC really shows the benefit.

From this:  

To this:

I am really enjoying working on this game. Once I get the complete set back from him I will finish coding the alien actions.

Battle for Korsun

This weekend I added in the code and data for reinforcements. I had put this off as its mainly a data entry task and laborious with checking that I have not made any input errors.

Anyway now that is done and with some other code changes, I can now play the game through. Next up is a couple of weeks of constant testing and bug fixing and then I think I can hand a version over for some further testing.

My thoughts are at the moment to release a non-AI version first on my site here and then release a full final version with AI on steam. That way those of you that follow my games closely will get the game early and at a discount. This time I will also provide steam keys to those who buy the game early so that they can also get it from steam once it’s released there.

Kampfgruppe

I have been playing around with the unit counters for Kampfgruppe. My present thoughts are to keep information on the counters to a real minimum.

In this example, the 5 represents the number of men in the squad. Other things like movement and firepower would be shown in an information box. I am working on the basis that once a player has played the game a few times they will remember a lot of the key information and can just concentrate on playing the game.

Finally

This is where a lot of the hard work takes place. I also have a laptop so sometimes at the weekend I sit outside with a coffee and enjoy the great California weather. I am aiming to make this a full-time occupation. If I can get to that state I would have reached a life goal.

Why has no one published a computer version of Squad Leader?

So before I answer that questions lets clear up a few items.

  1. Technically there has been a computer version of Squad Leader – http://www.old-games.com/download/9003/avalon-hill-s-squad-leader but I am not sure if anyone who has played the board game would recognize it as such
  2. “Squad Leader” in the heading refers to both the original Avalon Hill game called “Squad Leader” and the follow-up successor “Advanced Squad Leader”
  3. All rights of Avalon Hill, Paradox Interactive, and Hasbro are recognized (not sure I need to state this but maybe they are a fan of this blog….)

I love Squad Leader. I remember asking my parents to buy it for me as a Birthday/Christmas Gift. I remember sneaking into their bedroom and looking at the unopened box – Something I had never done before/since. It is the best gift they ever bought for me (Actually they brought many great gifts – but its probably my most favorite best gift).

Who doesn’t love this map board?

The Guards Counterattack is probably one of the most famous scenarios. If you have the game you would have played it and I am guessing love it and still think fondly about it.

The most famous wargame scenario in history?

Then came the add-ons like Cross of Iron and Crescendo of Doom. More rules, more counters, more scenarios, more boards – everything was right with the world. The problem is, and remains to some extent, finding someone to play against. You cannot explain the rules to someone in 10 minutes and start playing. If you have full knowledge of all the rules and are playing against someone that does not you have an unfair advantage.

There is still a big fan base for these games. MMP still produce material for it, as do other companies who produce add-ons that work with/extend the original game. So you would think this would make it a prime candidate for someone to produce a computer version that can live up to the game.

Buts there’s a problem.

Actually several problems.

Who owns the rights to produce an electronic version of the game?

To find out this information you have to do a little bit of digging. Eventually, you will find out that Paradox Interactive (https://forum.paradoxplaza.com/forum/index.php?threads/paradox-entertainment-to-develop-and-publish-diplomacy-and-squad-leader-pc-games.160146/) apparently own the digital rights to the game. But they have done nothing with this right. Why could this be?

The first reason could be that the release of their version of Diplomacy, whose digital rights they acquired at the same time as Squad Leader, was not a success.

The second that they have had tremendous success with other games and do not see the need to.

Finally, can they ever satisfy the fan base for this game?

Ok well then just go ahead and develop the game yourself

Seems reasonable right? I mean who cares about a game that was first published 40 years ago? Well, the law prevents this. Hasbro purchased the rights to many games Avalon Hill produced and therefore ultimately own the rights to them. Much of this is protected by copyright law. I am not a lawyer but with the research I have done this prevents you from doing the following:

  • You cannot copy the graphics
  • You cannot use the name
  • Likely even copying the layout of the map boards is not allowed

However, strangely, the rules mechanics are not subject to copyright laws. You cannot use the text as written by Avalon Hill but if you rewrite and utilize them them using your own words you are ok.

But Tigers on the Hunt has a Advanced Squad Leader mod

This is true but, obstensively, this was produced as a fan mod to the core game.  Seems like a bit of a grey area to me but no one has complained so far. Peter Fisla, the developer of Tigers on the Hunt – http://www.wargamer.com/reviews/review-tigers-on-the-hunt/, was originally going to write a Squad Leader game but hit the copyright problem and gave up on the idea. Tigers on the Hunt is “Inspired” by Squad Leader. Although using the rules for your own game is ok it would get labeled as a SL game by its fans and then Hasbro may come knocking.

So that’s it then?

Seems so unless Paradox have a team secretly working on it or they are prepared to pass the rights onto someone else.

If you know someone at Paradox Interactive could you please pass the following onto them:

Dear Sir

The world is waiting for a computer version of Advanced Squad Leader. Lance, from yobowargames, would welcome the opportunity to bring this great game to the Windows, Mac, iOS and Android platforms. 

You will forever be remembered as the savior of this legendary game should you allow this to happen.

Kind Regards

What is my place in all of this?

Since I started writing computer-based wargames I have noticed that my interest in the design of hex/counter wargames has increased, as has reading about the thoughts of renowned wargame designers (I am presently reading ). Also, I have become far more interested in the whole wargame industry (is that the right word to use for a hobby?). This new interest has left me with many questions:

  • What makes a good Hex/Counter wargame?
  • Why are there so few computer versions of wargames – especially when there are so many printed versions available to buy?
  • How is it that some of the biggest sellers of printed versions of wargames have such terrible looking websites?
  • How are so many (at least to me seems like many) publishers of wargames able to survive?
  • Why do wargamers seem happy to buy low quality (in my opinion) versions of wargames at fairly high prices? Low quality here means in terms of printed material.
  • Does a printed version of a wargame that sells for $50 mean I can sell a computer version for the same price?
  • Many wargamers play games solo, effectively playing both sides. Are they willing to do that with a computer game or are they all seeking to play an AI?
  • Why has no one published a computer version of Squad Leader?

Perhaps the biggest question for me is “What is my place in all of this?”.

  • Indie Developer? I thought this was me and my place in the industry. But was that ever true? I play board wargames. I have hundreds of books on military/political history (My wife complained a lot about them when we moved recently!). Writing computer games is actually an extension/merger of my love of history, pushing counters around a board and coding.
  • Social Commentator? While the readership of my blogs is low, I do get feedback via emails and I know readers are interested in some of my thoughts. I have been wondering whether I should comment more on the industry as I am now a part of it?
  • Publisher? When I started up yobowargames I just imagined writing computer games and selling them via other established platforms (Steam, Slitherine, GMT Games etc). But with all of these I, of course, have to share the revenue. I have no problem with this as they offer a way to get to my target audience that I do not have. But now my thoughts are changing on this. Can I become my own publisher?
  • Hobbyist? I have a full-time day job. I would love this to be my full-time day job, but the reality is I need to pay the mortgage and put food on the table for my family (and go on nice holidays!). Does this mean what I do is a Hobby?

I feel that I am still defining my role in all of this. Maybe there isn’t a definitive “place” I am in. I do have a vision of where I want to be in three years time but not yet of what path I will take to get there.

korsun.yobowargames.com

Its labor weekend and it’s hot! As I type this the temperature is around 107F/42C.

This morning I went to Pacificon – its only 5 miles away from where I live. It was good to see so many people playing board games. The hobby is alive and kicking!

As it is so hot I couldn’t really focus on coding so instead, I looked at creating my promotional website for Battle for Korsun. I am using Adobe Muse to create it. It’s great for a simple website that is graphics heavy and does not need much interaction.

Whilst it is still a work in progress I went ahead and published it live – korsun.yobowargames.com.

I still have some way to go before the game is ready to release but at least some of the marketing is ready!

 

In Game Effects

One of the advantages of playing a wargame on a computer compared to playing as a Board game is the fact you can have sound and effects. I am trying to evoke the feel of playing board games on a computer so I cannot overdo it.

When a player for Battle of Korsun starts playing for the first time I want them to feel that it really is January, snowing,  icy cold and in Russia. So I have a little falling snow, a moving cloud (that’s going to be a trademark for any of my games) and icy wind sound.

I think what I have put together does a pretty good job.

Makes me cold every time I hear that wind!

 

Experiments in Printing

So this Labor Day weekend I am going to attend Pacificon in Santa Clara and decided that I might as well do a little bit of self-marketing!

Say hi if you are attending

I also got curious as to what my future game Kampfgruppe would look like as a real board game. The map boards look really good but the counters need work. I ordered the wrong size and didn’t size the graphics correctly.

Finally, I got the Battle for Korsun map printed out as a board game. It looks gorgeous – the pictures I took do not do it justice. It comes as two 4 section folding maps. I am going to get the counters done as well now and a dummy box. Will be a self-made souvenir!

Roll them dices

Board wargames almost always rely on dice rolling for some part of the game. It helps determine combat results/morale/weather or the chance of an event happening.

A lucky series of rolling can change the outcome of a game as can a single bad result. As gamers, we accept that the dice rolling is a major part of the game. Does this mean I need to show them in my computer games?

Many PC games, in some part, rely on some factor of randomness. With every PC wargame, I have played I have assumed that the results of combat have some random factor added. If they didn’t the game would pretty soon get boring if you knew that unit A will always beat unit B.

The Germans reveal their secret weapon…

So what purpose does showing the actual dice results serve (sometimes with a nice animation of the dice actually rolling)? Does it help convince the game player the results are fair, that there is no ‘cheating’ going on when playing against a computer opponent? Maybe it helps slow down the pace of the game as you watch the dice roll across your screen? Does it create tension in the game as you await the animation to stop and reveal your fate?

As you may detect I am not a fan of showing animated, or static, dice in a computer game. But I am not just writing games for me – I am writing them for others to enjoy. The PC version “Heros of Normandie” shows dice, as does Mark Walkers “Lock ’n Load” whereas Unity of Command does not. My next two games are board game conversions with one of them being a solo game with a lot of dice rolling when deciding the enemy actions. Should I reflect the dice throwing element of the games in my conversions?

 

Watch those counter stacks as you roll…

I am very undecided about this subject. If you have an opinion then let me know.

Revisiting previous assumptions

A couple of weeks ago we moved to a new house and it has severely limited my ability to do much coding. The boss (my darling wife) has a list of jobs I need to do around the new place that is keeping me busy.

Whilst trying to keep up with the growing task list of jobs I have had a chance to reflect on a few items that have recently been bothering me.

Producing Android versions of my games

I first wrote Operation Typhoon specifically targeting Android. The main reason was I was more familiar with Java, I had just finished an online course on using LibGDX and also it seemed easier to actually get a game published to the Play Store compared to say iOS. I also knew that Joni Nuutinen was having some success publishing his wargames there. As an aside, if you like wargames then you really should check out his games http://www.conflict-series.com/ – they don’t look fantastic but the AI is good and he has a great range. His games are a major reason I decided to try making my own games.

To date Operation Typhoon has had just over 10000 downloads and about once a month I get an email from a player of the game commenting on how much they enjoy it. That is always a great motivator!

The problem is price. Android gamers do not expect to pay much for games and indeed many expect them to be free. The average price for a premium (meaning you have to pay for it) game is around the $2.99 – $3.99 range.

Operation Typhoon is free but that is not the case for Kursk – Battle at Prochorovka which is a bigger game with more quality and depth. I tried various price ranges in the first week of publishing the game but even at $3.99 I had very few sales (Less than 20). Also, I did not feel good as I was charging $9.99 for the iOS version and $12.99 for the PC version. Why should an Android user get it for so much less? At the moment the price is $9.99 on Google Play and I have had zero sales.

Therefore at the moment there is little incentive to support Android users aside from the goodwill it generates.

Producing iOS versions of my games

I had read that similar to my experience above with Android it was very much the same for iOS games. No one expects to pay much for mobile games anymore. This is the reason many of the big development studios now produce free to play mobile games but with in-app purchases or advertising. They know they cannot make money selling a game but they can make money with in-app purchases. I don’t believe that model would work with my games – what in-app purchases could there be (Maybe I could sell divisions!)? Also I don’t want advertising in my games. Can you imagine an advertisement popping up after every combat!>

So with the above in mind I was not expecting much from an iOS version of my game but since LibGDX allows me to produce one with little extra development cost I published an iOS version and priced it at $9.99 which matched the prices that Slitherine Games generally sell their iOS games for.

I have been pleasantly surprised by how well the iOS version of the game is doing. At the present time iOS sales make up 20% of total sales. Now don’t get the wrong idea – right now my games just about cover the cost to make them. If I told the wife I was quitting the day job and we were going to live off money from my games she would have me committed to a mental asylum quicker than you could roll two six-sided dice!

Using LibGDX

I really love LibGDX. It allows a lot of development control over how I do things whilst making it easy for me to write in Java and produce games that will work on Android, iOS, PC and Mac.

But since using it I have started to hit a couple of limitations – I cannot put my games into Microsoft store (Java-based games don’t meet their submission criteria) and I cannot use it to produce games for many of the other game platforms (PS4, Xbox etc).

Also with the lack of success on Android do I really need to use Java as my main programming language?

Should I look at something like Unity to develop my games going forward? I had read that Unity was not great at supporting 2D type games and in addition I read that Slitherine had hit limitations on working with the platform (https://www.pcgamesn.com/catching-up-with-slitherine-what-a-difference-a-year-makes) – its one of the reasons they are working on an in-house engine called Archon so they can have something better suited for wargame development.

I had previously looked at Unity but I didn’t particularly like the Development environment and it seemed like it was very heavily focused on 3D games.

In-game help

In the recent review (http://www.wargamer.com/reviews/review-kursk-battle-at-prokhorovka/) of Kursk – Battle at Prochorovka by wargamer.com one of the comments was “Documentation is dispersed. Basic game controls are explained on the first screen; terrain effects, unit information, sequence of play, and other controls are detailed in an on-screen slide show. Further details are in a Dropbox download, Steam community guide and patch notes.”. I actually did write a complete PDF on how to play the game and published this to Steam. However I don’t think anyone knows it is there. It took me a while to figure out where it was!

I do provide some in-game help but it’s not sufficient and actually hard for me to update due to the way I designed it.

My original intention was that I provide just enough help to get a player going. For that I think it works ok but its not enough for someone that likes to read a manual of instructions. In addition I want to provide support to non-english speakers and that means having the ability to localize the text.

I looked at the “Unity of Command” game to see how they provide help in game and actually they don’t – if you click on the main menu Manual option you get taken out of the game to a website where there is a PDF file to read.

Personally I would prefer a player does not need to leave my game to read the instructions. So I am coming to the conclusion I need to rewrite the help in my games and allow for it to be easily localized and editable. I can also provide a separate PDF version of the game either on my website or as part of the install of the game.

Operation Typhoon

As I have mentioned in previous blogs, I wrote Operational Typhoon to test the market for my style of wargames and to prove to myself I could write and publish a game. The game proved to be a success with these two objectives in mind but it has also now become the Poster Child for my games. Players of the game have told me they have brought Kursk – Battle at Prochorovka based on their enjoying Operation Typhoon.

This causes a problem for me. Operation Typhoon, whilst good as a free game, is not at the same polished quality as Kursk and could really benefit from an update to bring it more in line with the way my games look and feel. Its also free so any work on it does not directly generate income to cover development costs (such as graphics). However, indirectly it leads to income as I know that some players of the game go on to buy Kursk – Battle at Prochorovka.

So at the very least I need to provide it with the same menu system I have for Kursk – Battle at Prochorovka, the ability to auto-save games and a small tidy up of the map edges (remove the black hexagon edges). At a later date I should provide some AI (the most requested feature).

In Summary

Looking at what I have written above I am going to action the following:

  • Drop support for initial releases of my games on Android. It’s just not economical to support the platform. Maybe after a couple of years of a game being available on other platforms I will feel more comfortable with releasing them at a cheaper price on Android
  • Improve in-game help
  • Investigate if Unity is now at a level where it can support my type of games and move to that as my development engine.
  • During some downtime (I am thinking Christmas) update Operation Typhoon

Experiments in Marketing

This weekend I decided to try out Googles Adwords and Facebook’s advertising. I did very little reading up on how to do this and took my normal approach of diving right in.

First up was Googles Adwords with the aim of driving people to my kursk.yobowargames.com page. After 10 minutes of clicking and form filling, I had a quick advert put together. After two days I was disappointed with the results and quickly came to the conclusion it was an expensive way (Over a $1 per click) to get people coming to my website.

What was useful through was the keywords that people search on. These were all pre-selected by google when I set up the advert. I can use this information to my advantage in later marketing.

Facebook was next. This time I took the approach of advertising my Steam page. Again after about 10 minutes of clicks and text entering I was up and running.

However, the next day when I looked at the results I realized this was not going to be effective. Over 99% of people that looked at the advert were on a mobile device! How could I expect them to instantly buy a PC game this way?

So I changed the advert and pointed to the iOS version of my game.  I feel that Facebook is giving me better value in that more users clicked on the advert for just a few cents per click.

I didn’t see any real change in people buying the game or a large spike in web views but this may be due to my massive marketing budget of $20.

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