First update for 2018

I didn’t write a blog last week although I had done a lot of work over the holidays. So here’s a little catch-up.

Battle for Korsun

I have now started on the Russian AI. I spent a few days working out what the objectives should be and how the AI should react. So I felt there were 3 stages:

  1. Very aggressively cut through the German lines and create the pocket
  2. Widen the gap between the trapped forces and the relieving forces
  3. Defend

To help with this I have given each Hex a value. This helps drive the Russian AI when making decisions on what to do. Each turn it will make some checks – Has pocket been formed? Is there a wide enough gap? where are the German forces concentrated? etc.

As an example, if its the early stages of the game and the pocket is not yet formed it will be guided into where it needs to go next by the hex values.  As it must form the pocket to stand a chance of winning it will attack very aggressively. Units that cannot help with that objective will look to pin German units in place.

Invaders from Dimension X! 

I also did a lot of work on this with testing the various possible Marine and Alien moves. In addition, I prepared the second Map for this game. Finally, I talked to my Graphics designer about the menus and he has roughed up some drafts which look great. When I get the final versions I will show on here.

Flipboard

I have now got into the daily routine of adding articles that interest me or I think are of interest to a wargamer. Do check it out here.

Book Review

While doing some research I came across a magazine that needed someone to review books. I read a lot and had a secret desire to write reviews. So I signed up, chose a book, received it and am currently reading Battle of Wills. I will publish my review here once it’s submitted and published.

Iwo Jima

In between all of the above, I also did some research on Iwo Jima (and broke one of my 2018 resolutions to stay focused!). I thought I might try out a new graphics artist so gave him the job of graphics for the island. I also put together a potential splash screen and unit counters.

The graphic was based on US aerial photos taken in 1944 and an army report I found produced at the time with various maps of the island.

Feedback welcome.

Finally

I have been thinking about computer wargames and wargaming in general and how to get more people interested in what I do and what I am sure others are also trying to do in this area.

I feel there is a gap in the market between the type of games I make and what companies like Slitherine make and publish.

Some ideas I have had are:

  1. Redo some maps and counters from old board games and offer them here free as downloads. I know there are a lot of wargamers who make their own counters but may not have the expertise to make them look good. Another alternative would be to do some good Vassal mods.
  2. Reach out to a company like Slitherine and see if they would look to work with small independents and have an Indie developers section on their site. They could perhaps take a 10% cut of games sold. It would act as an incubator for the next generation of programmers.
  3. Reaching out to other small wargame developers like me and forming a collective group to support and advertise each other’s work.

If you have your own opinions on this please do email me your thoughts.

The Shape of Things to Come

What is planned in 2018 for yobowargames?

Battle for Korsun

I was originally hoping to release this around late November but as usual I underestimated how much effort it takes to really finish a game.

As of now, the two player game is almost complete and I have all the translations for the game. In the new year, I will focus on the AI and really test it out.

The planned launch is now sometime in March/April 2018.

If this game does well there is the possibility of a follow-up game that has the same ruleset – meaning a lot less work for me to release.

Invaders from Dimension X!

I am also tentatively looking at April/May (possibly earlier) for the launch of this game. Presently I am testing one of the scenarios out and making sure all the Alien and Marine actions work correctly. Once that is done I will work on the second map/scenario and the campaign game. I also need menus to be created and designed.

As for Korsun, if this game does well there is the possibility of a follow-up game.

Kampfgruppe

One of the things I have learned is that creating games that have different rule sets means I cannot reuse a lot of the code I have written. This means a long time span between games coming out.

With Kampfgruppe I am planning to release smaller incremental modules to the game. I am pretty much decided on the base game being free. This model seems to be working for Slitherine’s Order of Battle. Also, I want to appeal to fans of games like ASL who are used to a game coming out in modules. As a side note, the rules for this game will not be based on ASL.

This will allow me to work on a smaller subset of the game with each release. Also with the base game being free, I am hoping there will be more people playing it. Finally, I can get community feedback a lot earlier and adjust the future of the game based on that.

I will be adding modding tools to this game. For it to be successful I need to have community involvement.

Social Media

In today’s world to get noticed you really have to be active in the social media.

I am going to tackle this in a couple of ways. First up is I have started a Flipboard Magazine that puts together a lot of stuff I read on the web on a daily basis.

I will also use my Facebook and Twitter feeds on a more regular basis.

Finally

Happy New Year and thank you for all your support in 2017

Lance

A look back at 2017

2017 is almost over and it’s about time to have a review of how the year has gone. Let’s start by setting out what the year should be judged against.
I have a three-year plan to see if I can become a full-time developer writing wargames or for a new opportunity related to this area (wargames development) to present itself. Below is a “back of the napkin” outline of that plan.
  • Year one – get a game published
  • Year two – publish more games and get a track record
  • Year three – make enough money to be viable as a full-time vocation
Presently I have a full-time job and therefore can only work on this in my spare time.
So let’s start with some hard facts:
Games Published: 1
Platforms supported: 4 (Windows, Mac, iOS, and Android)
Developer Blogs: 51
Times Blog read: 1884
NewsLetters sent: 1
Reviews: 1
Below is where I earned net income for my first game. iOS sales were a nice surprise for me. Google sales were a disappointment – I am not sure if I made it free that downloads would be much higher. I made a small profit from my first game. From what I read that’s a great achievement on its own.
PC still rules when it comes to selling games.
Below are the number of page views on steam for Kursk. The first peak was when I launched Beta and the second when I officially launched the game. Interestingly the Steam sales show only tiny spikes and yet sales were relatively good in those periods.
Behind those hard facts is a year-long list of things I have learned:
  • Blogging is easy when you have a genuine interest in the things you write about and don’t try and cater to a supposed audience. I have tied over the years to start a blog on various subjects because it seemed to be what everyone else was doing. Now I have found my niche. I write about things that interest me and its almost like a personal diary.
  • Writing code is probably only about 50% of actually publishing a game. I am constantly surprised at how much time I spend on things like research, working/speaking with my graphics artist, 3rd party contacts for localization, documentation, preparing for the launch of a game etc.
  • Finishing a game is really really hard. I have read this many times on other blogs and it’s an absolute truth. Test, fix, test, fix and repeat. It’s truly grueling!
  • People are generous, kind and helpful. I have had people reach out to me offering to test my games, suggest improvements, respond to my blogs with their own experiences, write emails just thanking me for writing the game and the list goes on. Thank you – they are the ones who motivate me to continue.
  • Localisation needs to be planned and is time-consuming. I have yet to see the results from my labors on preparing my games for localization in 5 other languages. I hope the investment will pay off eventually.
  • Technical skills have increased in areas such as Photoshop, InDesign, Code Management, Java, Packaging, AI and others
I have also learned about things I need to improve on next year:
  • Plan, sketch and commit to paper the game before starting coding. Up until now I roughly plan out the game in my head then go to it.
  • Marketing… I either need (free) help or I need to learn a lot more to make this effective.
  • Social Media – I need to be a lot more active in 2018 on things like Twitter and Facebook.
  • Walk don’t run. I am doing too much at the same time because I know it needs doing when the reality is I am under no real time pressure.
  • Stay focused. I allowed myself to get diverted working on things that provided no real benefit.
  • Staying healthy and spending time with my family is important. I have got better with this as the year has gone on but I can improve more.
Personally year one has been a success. I published a game, made a little money, learned a lot and have a solid foundation for year two.
Scorecard: So far so good

See you again in 2018!

To my loyal readers – Happy Holidays!

Thank you for your support during 2017.

Normal service will be resumed in 2018 when we have Battle for Korsun and Invaders from Dimension X to look forward too.

Lets talk Invaders from Dimension X and Battle for Korsun

This week has been a pretty intensive week working on two games at the same time.

First up is Invaders from Dimension X. I had more graphics arrive and I spent time plugging them into the game. So now I have almost all the in-game graphics. Next up will be the Menu, splash screen, and some chrome items.  Followed by work on the scenarios the game comes with.

I probably have about 70% of the gameplay working – its a case now of getting everything working together nicely.

Starting positions for scenario 1: Run the Gauntlet
Fire!
Mind the Dice!
Mind the Dice!

Battle for Korsun

I sent off and received back translations for Battle for Korsun. I used contacts that I have built up on fiverr.com. Now comes the laborious task of making sure all the strings fit in the spaces I have allocated. With 6 languages it’s going to be a lot of work…

Below is the start of working on the German menu – notice the rather long word for Manual!

I also had the manual translated – so 6 sets of them to tidy up and publish.

For some reason this week I suddenly had a lot of hits on the Steam page I have set up for the game. I can only assume the game appeared in a list somewhere. Good news for me as now have more people who added the game to their wishlist.

Also, I am very heartened by the fact that in the top 5 languages of users who visited the page are Chinese, Russian and German. I am hoping this is a sign that the game will do well with these users.

 

Invaders from Dimension X!

 

An image for every situation!

This Thanksgiving weekend I took a break from Battle for Korsun and plugged in most of the new graphics I received last week for Invaders From Dimension X.

I now have most of the Alien actions (they are card driven) working and its starting to look really nice. Below are the Marine units. If you are interested in looking at the original boardgame then go here.

This weekend there was another steam sale and I had roughly the same number of sales as the Halloween sale for my Kursk game. I am interested to see how the game continues to sell next year.

 

 

 

 

 

 

 

 

My Birthday today!

Today is my birthday – Yay!

And I got this as a present – Double Yah!

You looking at me?

In other news, I have got some more graphics in for Invaders from Dimension X. I will try and get all the new graphics into the game this week to see how everything is looking.

Below is a little taster of one of the Marine Counters.

Most of this week has been spent on bug fixing the two player version of Battle for Korsun and I have also almost finished writing the game instructions.

Once I am sure I have all the language strings I will send everything off for translation and get them put into the game. I am sure there are going to be a few issues with string lengths but once they are sorted out I will then send this version out for some testing.

I have decided I will launch the game in the new year once I have got the AI in and everything is looking good.

 

 

A mixed Bucket

This week turned out to be a mixed bucket of good and bad things with regards to game development.

Translating Kursk – Battle at Prochorovka

This weekend I had planned to import all the translations I received a couple of weeks ago into Kursk – Battle at Prochorovka. However, it transpired it was not quite as easy as I initially thought.

I had expected there to be problems with some of the string lengths being longer than the English version and thus I would need to do some work to get all languages fitting correctly in the areas assigned. What I had not expected was that the font sets I was using did not have all the characters I needed.

This is a real pain in the ass. If I switch to another font its likely that all the English text will also need reworking.

I have paused this effort while I get up the courage to tackle this in depth. The good thing is I can take this knowledge and make sure I am better prepared for the next game.

Battle for Korsun

Every evening this past week I have been whittling down the list of unfinished items needed to get the two player game working. This is the worst part of game development – getting the game to the finishing stage.

I still have the AI to work on but I need to get something finished so I can send it out for testing.

It’s  also getting to the stage in development where I am nervous whether people will like the game. Luckily I am not dependant on the success of this game for a living but it would be nice for it to be liked by the market I am aiming at.

Invaders from Dimension X

I have been waiting for my graphics guy to come back with some more graphics for this game. They finally started to arrive this weekend.

As a little taster here is the front and back of one of the alien activation cards.

Activation Card
Activation Card

Finally

I have been trying out scrib.com. It looks like this could be an excellent way to do research my games or indeed anything else that takes your fancy. They do a 30 day trial and if you decide to subscribe its $8.99 per month.

I wanted to do some research for the Pacific war game I am thinking about for next year (one of many games I am thinking about!).

Day dreaming and wasting time on future projects!

 

Zero Painting

My wife has just started taking painting classes. So naturally, I commissioned her to do one for me!

Little does she know but she is now part of the wargame community….

Distractions

This weekend I allowed myself to get distracted. It started when I was sketching up some ideas in photoshop for Invaders from Dimension X for my graphics artist. Earlier in the week, I was wondering how to use google maps to accurately map a battlefield to a game.

After a little investigation, I found a couple of plugins for photoshop that could take an image from Google Maps and convert it into something pretty reasonably without the need for an expert artist.

So knowledge in hand I went at it…

I really want to write a Pacific War game so this might be the start.

I also purchased a couple of Samsung 500GB SSD’s this weekend. One I put into my wife’s Laptop and the other into my PC. I was a little disappointed with the resultant speed increase. While there is definitely some increased speed with disk related activities it was nothing like I expected. Maybe I am just being too greedy.

I did do some work on Battle for Korsun! Fixed some small bugs and worked on saving and loading games. Early in the week I wrote up a large part of the game manual. I have yet to start work on the AI.

Finally

The Steam Halloween sale is now over. I had a small but nice increase in sales. I might actually end the year just a few dollars down compared to game development expenditure. Good job I am not relying on this to feed the family!

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