Happy Halloween!

Game Update

Spending more time this week struggling through doing capsule art with my mentor. I say struggle because just when I think I’m going in a good direction it ends up being something that’s lackluster or something that just doesn’t work at the tiny steam page scale that we need it to. The example I have is a logo that surrounds my text made the text to small and thus in order to make it more readable at that small size we had to make the text take up most of the frame. This meant the logo needed to be moved which messed up the whole composition of the piece.

I guess you could say that art takes a lot of revisions to really get it right. It’s important to remember to enjoy the journey instead of focusing on the end goal. That goal is important but the only pressure I have is the pressure I place on myself. On the flip side it’s also important to set deadlines to keep myself moving forward. I would like to have this done by the end of the month. There I said it and now I have an actual goal in mind to get this done.

I’m also still working on some additional menu items for turning on different force organization screens in the background. I think I may have been a bit distracted this week with Halloween and my transition from days to nights.

Personal Update

I think I’m going to take a break from doing a third section of my blog for the foreseeable future. I want that to be a section to be focused on freedom of expression and creativity, and lately it has felt like I was forcing it and not giving it the time it deserves. I think that focusing on the game and some of my personal stuff is more important to give context going forward.

I guess that I write these blog entries as a way to keep myself accountable to getting this game out the door, but also as a historical way to look back at everything I’ve done and been through to get there. I know they aren’t read by many people, but it’s still important for me to do them. That said I once heard a wise person say, “it’s important to do at least as much game development as we do talking about game development.” It’s easy to theorize and go down rabbit holes filling our time with a lot of talk. Taking action should be the focus though. Maybe I’ll make a new third section called promises to myself to try and force myself to get more done during each week.

Spending a fair amount of time socializing and meeting new people which has been good overall. Sometimes I’m surprised at how quickly things can go from 0 to 60 or be traveling at a stead 50 before hitting a wall. I’ve started to set more boundaries for my relationships which I think is a good thing. More timelines to reach certain levels in order to protect my kids from getting invested, and more time before I become exclusive. Overall it seems to be doing well for me, and my productivity.

I had a bit of drama with my oldest son this week. He wasn’t to keen on Halloween and dressing up. I suppose he’s getting older now and sees it as a kids holiday. He changes his mind at the end of the week which makes me happy. You try to do the best you can with your kids and I think it is very important for him to socialize with kids his age now.

Capsule Art Finally

Game Update

Worked on some capsule art this week and finally added some to my steam page, but I can’t say that I’m completely happy with it. It’s moving in the right direction though. Still, I feel like I’m getting somewhere. Maybe a few more iterations and I’ll have it fully zeroed in.

I need to start recording some game play to build a trailer for the game too. It’s been far to long since I’ve posted that video on YouTube for the game. So much has changed since then. I think my issue will be cutting it down to the most exciting moments of gameplay.

I spent some time trying to integrate both the backgrounds into my menu system for the game. This might lead to adding some sort of stats that the player can track for their game as well once I get it working right. Once I have that system working I will have a good baseline for Steam Achievements.

Personal Update

I’m finally settling in well with some new instruction at work which has made me feel more comfortable. It was difficult not teaching for so long. I get a lot of energy from it. It became a bit of a void for me. On top of that I had some other relationship havoc to recover from.

I went to see Dune, and the visuals were great but there were a couple of things that left me feeling like there were a couple of missed opportunities. That said it would seem that it might be a two or three movie series. I kind of wish that they had shown the navigators. They also made the emperor into more of an idea than an actual person as they refer to the position a lot but completely eliminated the throne room scene. The battles were a little to dark to understand what was going on as well.

I Must Not Fear

Game Update

I spent some more time on the key art, and it’s good enough for me to go ahead and push it out for early access. I haven’t seen the character duplication bug in quite a while and so my fingers are crossed that is still good. I’m sure that people will find plenty of bugs when I release. As a bonus for making so many version of the art work I was able to make black and white versions of it for the credits screen. It would be nice to have a little more of some sort of animation, who knows maybe in the future we can make that happen.

I need to get back on my steam works account and start creating different versions of the artwork at different resolutions now. I’m also looking at designs I can do for my logo as well. I found a great game dev channel on YouTube that’s being super helpful as I move through the process. The channel title is AuroDev. I highly recommend this guy.

There are some other polish items I need to attend to before release like making the stages a little prettier, and re-balancing spreadsheets as some classes have proven to have stats that are a little high to make them balanced. The system for troop alignment over the course of the game should also be investigated as it only functions on combat. If troops are under leveled they have a chance of gaining positive good alignment and if they are over leveled then they have a chance to lose it. Some tuning could really help us zero in on it.

At the request of my brother I created a new background for the Force Organization screen. It’s a castle instead of the nighttime floating in the sky by the lighthouse one that I’ve used for the past 8 years. It was pretty fun to see how I could switch things up a bit. I might try and add another one soon. Maybe I can put an incentive with it that ties it to how the player runs their squads in game. I showed it to my brother and he liked it then alerted me to a mobile title that he was worried about being to similar to what I was building. I looked at it and was like… nope just a clash of clans clone like most mobile strategy games.

Personal Update

I’ve been dealing with a lot of criticism and personal attacks lately. It’s come from all sides and it’s not completely unwarranted. It definitely has an effect on me. I really needed allies and I’m lucky to have the support that I do from friends and family. I can only imagine that things will get worse after I release the game although they will be related to the game and not me personally.

Thinking about all this, this past week it reminds me of a line from Dune, “I must not fear fear is the mind killer.” Another way to say it would be that it’s important to be free from outcomes. Unfortunately for us as humans that’s easier said than done.

On a less serious note I had an idea this week. Over the past couple of years fans have felt more and more disenfranchised from some of their favorite intellectual properties as they are taken over and told in such a way that makes fans feel like they are being disrespected. An interesting point was brought up recently in that fans don’t have the ability to use a companies intellectual property which is understandable. So I thought to myself, what if a company did allow others to use their intellectual property for their own ends free of charge?

I feel like this could be a good thing and a bad thing. The bad parts are what companies are continually fighting. Companies have law suits when people sell products based on their IP. Sometimes even when things are close they are infringing and that leads to more lawsuits to protect their IP. It’s corporate interests that drive this behavior, and on some levels protecting the companies income to make sure they can pay their workers is an important point.

On the good side of things having an open IP could be a real force multiplier. There are an infinite number of possibilities to explore in any IP, but there is a limited number of ideas that any one person can create. More ideas and pursuits can increase the brand, even if there are some poor products that are produced. It’s kind of like the idea of how religion works in Dungeons and Dragons. The more people that are a part of it, the more powerful it becomes. Taking the religious example further no one is going to get sued for making commercial religious icons even if some are low quality.

Another major point I would bring up is the idea of IP over multiple parallel universes. In my opinion this allows for more creativity without the problem of dealing with cannon between two different creators work. So maybe I have my IP for Six Aspects that’s my universe and cannon and another person has a different cannon it’s fine and they can do what they want with their universe without consequence to mine. The overall net effect is more stories that will hopefully increase the popularity which is more important for mostly unknown IP.

Some interesting ideas for sure. I might create an IP page in the future to set down all the rules for how I want to handle things. Overall I try to be more open when I’m doing things, but maybe that’s a mistake. I guess you could say that’s why I have been putting a disclaimer on all my “World of Six Aspects” blog entries.

The World of Six Aspects

These stories set in the world of Six Aspects are not cannon but might become cannon in the future.

Kyle’s Story Part 2 Love and Logging

It’s been a couple of months since I started working for the Willowdale logging company. I remember a pretty weird thing happening on my first day. I remember seeing this girl and it was weird the world kind of stopped and everything went white. All I could see was her. She was just getting some equipment out of the depot. I shook it off and kept going about my business.

I found her name out later through some of my new friends. Her name is Jel and she started working here after her family fell on hard times. I’m kind of afraid to talk to her, which is rather embarrassing. I think I’ve built her up to much in my mind. I’m not sure what to do with these feelings. I haven’t felt this way before.

About five weeks after I started working there I was paired up with Jel, and it was awkward to say the least. I couldn’t even look her in the eye. She probably thinks I’m a complete loser. I found it hard to speak because she’s so pretty. The worst part was when one of my so called friends came by just to torture me. He asked, “hey Kyle, do you like Jel?” I blushed and stammered out a half hearted, “nooooo”. She didn’t have much of a response to the situation. She just sort of looked at me like a wounded animal.

Why did I have to get paired up with Jel? This is to frustrating to deal with. I need to just focus on my work for a little while. Why am I so bad with women? I wonder what my brother is up to? He’s always been so confident I’m sure he would have a much easier time in this situation. Back to work I suppose.

If You Want Something Done Right...

Game Update

Well we’ve been here before and so I try not to get my hopes up to much but I think that we finally figured out this database issue. We managed to make a change which clears out some buffered memory when swapping from the start screen to the force organization screen. That seems to have fixed the issue… for now.

Having completed that I started to turn towards the capsule art that I had been talking about for so long. I did about 26 iterations on the art for Six Aspects and I spent some time on a logo for Lancer Entertainment as well. I posted the artwork on my social media and didn’t get much response, but I did receive some feedback. It kind of reminded me of when I was trying to get people to work on the art. It can be hard to find people with follow through, even when I’m offering to pay which is kind of crazy to me. That reminds me I still need to start recording video and streaming game play again.

Interestingly,I was asked about the name of my company. It’s the first time I’ve had someone question the name of the company. It’s been quite a while since I came up with it and so I don’t see myself changing it any time soon. Still it was an interesting thought experiment for me.

At some point I have to bear down and make the executive decision. I’m sure I will get plenty of feedback later when people don’t like something. It seems like it’s a lot more popular to be negative about things than it is to be positive. I guess in some ways that’s jut the price you pay by being and artist and going public with something.

Personal Update

I’m a little late on my blog entry this week as I had a lot of family stuff going on this weekend. One of my kids had a birthday, and I had a lot of back logged tasks that I completed on Friday. It’s frustrating when I’m trying to get things done and people aren’t responding. Before I finished my time in the military I had someone tell me that in the civilian markets it can be difficult just to get people to show up for work. I guess I’m experiencing that first hand.

One bright spot is that I have great neighbors. It’s nice to live somewhere where I actually know my neighbors. I haven’t ever experienced that until now. It was interesting as they had a birthday party on Saturday as well.

The World of Six Aspects

These stories set in the world of Six Aspects are not cannon but might become cannon in the future.

The Story of Kyle

As soon as I could I left my home and traveled to the Eastern Continent of the Zeteris empire. I wanted to go somewhere that would be out of the reach of my parents, my brother Marcus, and the empire itself. I want to be free to forge my own destiny under my own strength. I arrived at the city of Willowdale after paying the fare with most of the money I had saved up. I was starting with nothing but I was free.

I wasn’t sure what to do or where to go with my new found freedom. I remember the first day I arrived in town. I just wandered around for a while and looked up at the buildings. I had never seen such large machinery for cutting wood. The workers told me that most of the lumber for the empire is supplied by this small town.

I figure I’ll spend some time here and learn this timber trade. It’s not exactly what I had dreamed of doing, but I need to survive for now. I wonder what my brother and family are doing. Whatever it is I’m sure they don’t miss me. It’s better this way, yeah it’s better.

Two Sides to Care Taking

Game Update

Implemented some more art and did some work on cleaning up stages. Certain stages have artwork that is to sparse to fit with the others. I also tried to put together some skull art for our Lich in the game but I will likely get it contracted as well. Sometimes you get a good artist and it ‘s hard to go back to a lower standard.

That said my woes of finding someone to work on the key art continue as it seems like the person I was communicating with simply doesn’t have the time even to have a quick conversation about it. I’ll have to devote some time to looking for an illustrator that can do the job, or attempt to do it myself.

I spent some time trying to get my recording computer together this week as well. I was missing one of my components, but I think I have a replacement for it and so who knows I might be able to get a new video out to YouTube sometime soon. I should be able to build my own trailer for the game.

Chris is still tackling the database issue with the troops coming back after save processing. I have some new possibilities for what the problem might be however. Some of the functionality from the force organization screen might also be on the start screen which might be causing the issue as we reused some scripts. It would be a good idea to remove anything that’s unnecessary for the start screen instead of being lazy.

Another issue might be the fact that the CSV for the data isn’t opened placed in ram and then closed. Instead it is probably still open. This might cause issues if it’s being written to at different times. It would seem that it would be better practice to open the file, do the operation and then close the file unless we need to save data later. When that happens we should do the same process. In this way the data file should only be open when it’s being written to.

Personal Update

I got a bonsai tree, and I’m taking care of a friends dog for a little while this weekend. It’s afforded me some unplug time as both of those responsibilities need more care than everything else I own or do. I really enjoyed pruning my new bonsai back to create a nice look which shows off its trunk. It was kind of a metaphor for life in a way. We cut away those things that are hindering and leaching energy off to allow the more valuable things to grow. Leaves around the trunk don’t get much sunlight but still require energy to sustain them. By removing them the overall plant should be more healthy.

I had a rough week at work, probably one of the worst in years. It’s difficult when I try to do the right thing, and then it goes unappreciated or worse disrespected. I suppose that’s just how things work when you are in charge of something though. I accept that I could do better and I take the feedback with a grain of salt. I’ll grow and do better in the future. I have no doubt about that.

I started playing a new mobile game which has piqued my interest. I haven’t been this into a game since the time when I was playing Arena of Valor (which has become unplayable due to server issues). This kind of makes me think more and more about the fact that I need to bring Six Aspects to mobile devices. That might be a bit of a difficult thing however.

The new game I’m playing is Dicast. At first glance I figured this would be a typical pay to play mobile game with low substance. I was only half right. It has the typical monetization that we have seen with mobile games however the substance of the game is pretty solid. The best way I can describe it is that it is a PvP 1v1 digital dice board game. Some of the unique features are the manipulation of dice through game play.

It feels like the luck component is close to what you would find in Magic the Gathering. There are definitely games where I have a run of bad luck and there are minimal things I could have done to have fixed the situation. Games are about 10 minutes though and so they seem to have that right. They have skins for the various champions that are the primary focus for monetization, and the game is good enough that I could see myself picking one up in the future sometime.

The drawbacks are the monetization and the loot boxes coupled with the fact that the game drains my phone battery quickly. That said back in my “Dark Patterns” posts from a couple of months back I still have a stance that loot boxes/card packs are OK as they can present a level of excitement when the player receives the item. There isn’t anything quick like getting that mythic card out of a pack that I’ve been looking for. It just needs to be tempered with control as I also believe that loot boxes should not be accessible to children, or if they are allowed to open them an adult should be present and have full knowledge of what it is that is happening.

The World of Six Aspects

These stories set in the world of Six Aspects are not cannon but might become cannon in the future.

Two brothers grew up in the city of Kingsland on the eastern edge of the Zeteris empire. Marcus and Kyle were only a year apart in age which created an awful lot of competition between the two.

“Just because you’re older doesn’t mean I have to listen to you Marcus!” was something Kyle often said to his brother. “Oh yeah? Well then why did dad leave me in charge when he went off to fight in the revolution?” would always be Marcus’s reply.

Their mother Ivette would often say, “if you boys have so much energy why don’t you go and feed the animals?”

“Alright mom…”

“Race you to the fields Marcus!”

“I’ll get there when I get there bro, don’t rush me.”

They grew and grew and eventually their father returned home from the war. He was proud of what he had accomplished as the new Zeteris empire was finally going to unite the nation thanks to his efforts.

“I want to be just like you when I grow up dad!”

“Don’t worry you will be Marcus, you will be. What about you Kyle?”

“Gee I don’t know, I was thinking about going east to become explore the wilds out that way.”

“That’s so irresponsible brother! The empire needs us to make things better again. Why don’t you care about what our father did. It’s disrespectful.”

“I SAID I DON’T WANT TO STAY HERE I WANT TO GO FAR AWAY!”

“OK OK break it up you two! I think that the new empire will need both of you and that might look different.”

Years later the boys left home and they worked towards their dreams. They didn’t always agree on everything but they were brothers. They grew up sleeping 10 feet from one another, but it turns out that fate has a different path for them to tread.

To be continued…

Fight for it

Game Update

I had to spend some extra time getting the game files over to my mentor. We’re still having issues with save data that is returning after it’s been deleted for troops in the game. It’s been a real bane to the project and at this point I feel that my time will be better spent working on levels, polishing, and getting art in place.

My Canadian artist found some time to get face art over to me for my wraiths. I always love seeing what he comes up with. I’m not sure what the next artwork I will ask for will be. It’s possible I might have him work on the necromancer in the game. I looked back through what he already built for me and I see I have some great golem face art. Unfortunately I don’t have it in any of the enemy squads right now. It’s kind of a large troop and so I felt that I might wait to get it working.

I still need to get the key artwork done. I made some strides to talk to a friend but it looks like a dead end again. It’s likely that I should just take a stab at it myself. I also should take some time to create a new video for my game. It’s been so long since I’ve done one.

Personal Update

I picked up a job doing some DJ stuff this week. I was just asked to mix 5 songs together and ended up buying some software to complete the job. Still it made me think that it’s about time to add a section to the website so that I can start offering DJ services to people in the area. I did change the name of my company so that I could do just that. This first job was pretty minimal at just $10 but it’s a start. It’s important to have a goal and getting that validation from doing work is also important.

Some other personal stuff got a little rough this week. I had to spend a lot of time in introspection to really figure out what I wanted. Someone once told me that I wasn’t willing to fight for what I wanted and I always remembered that. It frustrated me a lot, because I wasn’t sure how I was supposed to act. I have been told that life will continually make you fail until you learn or give up. I was determined not to fail again, and so I hope I made the right choice. Only time will tell really.

The World of Six Aspects

These stories set in the world of Six Aspects are not cannon but might become cannon in the future.

I saw the Zeteris army passing by our house today. Mom says that we are lucky to have them around to protect us from those outside the empire. I have been told that they hate us, just for being alive! I wouldn’t wish harm on anyone, but these outsiders aren’t like us. They look different then us and worship god using aspects that are lower. We rely on our earth aspect to worship our lord. It is the only true way. I know because that’s what my mommy taught me. I hope that one day when I’m big and strong I can join the great Zeteris army and fight for our way of life. I would do anything to protect that which I hold dear.

1 Step Forward 3 Steps Back

Game Update

Well the troop saving bug has reared it’s ugly head yet again. I didn’t expect it to be so easy to deal with, but it’s pretty frustrating still. It has become bad enough that I’m actually handing the problem over to my mentor to see what he can make out of it. I feel like my time will be much better spent working on mundane things like adding more sounds to all the buttons and skills that launch during combat.

On the art front I’ve started talks with someone to work out getting the key art done. I spoke with an old friend from high school to see what he could do, but he felt like he would be a bad fit for the style I would need. I have a lead on another artist which I will be pursuing.

This past week I had to spend most of my free time studying as I learn new material for my day job. It cut into my game development time which is to be expected. Hoping to get all the new information on lock down soon so that I can reallocate time to the game.

Personal Update

My kids were a lot of help this week as I had to do a lot more studying. My oldest son helped out a lot with some of the typical chores I do. He’s really growing into a fine young man. Being a single parent is tough of course and so you just hope that your kids get what they need from you to mature properly.

My girlfriend came to visit this past weekend and she’s starting the move in process. I love the things she brought with to add to the house. It’s great to get more insight into who she is as a person by seeing her art. I catch myself admiring it from time to time. We got the chance to go out dancing together which I haven’t done in a long time. It was a really great time out just getting crazy and even riding a mechanical bull. I have a lot to learn about that if I decide to do it some more in the future.

The World of Six Aspects

These stories set in the world of Six Aspects are not cannon but might become cannon in the future.

The winds of change are upon us. We the people of the Air live high up in the mountains separated from typical society. A simple life where we can enjoy living away from large crowds of people. Some among us have been so lucky to have gained the power of flight. We fly with wings that we grew into as we matured. We always knew in our hearts that we were meant for the sky and so here we are. We care not for the politics of the day, or which empire is running the world. We only wish to live in peace and isolation away from everything.

Game Update

More play testing this week as I look deeply into the data that needs to be balanced better on the spreadsheets. The good news is that my musician Moriah that created all the tracks in the game said he spent 8 hours playing the game! He gave me a long list of things he liked and issues he found with the game. My 11 year old son has also taken more of an interest in the game. He runs to me wherever I am in the house when he finds bugs in the game.

We still need to get the key art made, and I might do a play through to take some more screenshots soon. I also spent some time hooking up my streaming desktop computer. I can now stream my game dev and play throughs of the game. That won’t be happening until I am caught up at work however. I’m taking on new tasks and so my nights need to be focused on those tasks.

Alignment is climbing far to quickly in the game which is problematic as it completely closes off some character classes. That said there is a way to tank alignment for troops. It’s likely that it’s getting tweaked to often. I need to take a hard look at it and make some changes.

Personal Update

September 11 was this past week. I feel it’s important to remember what happened but not to dwell in it. The events that unfolded defined most of my military career focus over the years. We live in a fallen world and it’s not going to change any time soon.

My youngest son turned 5 this past week. We had a nice birthday party for him and our family in the area was able to attend. I feel really blessed to have the ability to give him a nice party at the house. This is the first kids birthday in my new house.

Looking forward to next weekend when I will have my girlfriend in town. We match up in a lot of ways, which is very exciting! We’re looking at a collaboration for a couple of different ideas. She’s given me some great support and feedback as well.

The world of Six Aspects

These stories set in the world of Six Aspects are not cannon but might become cannon in the future.

The Glorious Empire

Zeteris (Zet-air-iss) is a glorious empire. It takes care of everything for its citizens. My family has successfully run this empire for the past four generations. Before our time there were many bloody battles to unify this great nation! Now there is word that a small band of rabble in the eastern islands has risen up to defy us. I suppose that there will always be those that would rather fight with their leaders to prove something. Sometimes people feel the need to be individuals, but we believe that ignores the needs of the masses. This happens from time to time, and the solution will simply be to quell this uprising. It’s so laughable that they believe they can stand up to the armies of Zelteris. They will be but a footnote in history.

Labor Day and a New Beta Build!

Game Update

We primarily spent time cleaning up Trello and doing test plays of the game this week. It’s nice to look at a list of things that we’ve been working on for so long to see all the progress that we’re making. I made sure to have a build that I could play while I was away for some time this past week. It was a pretty tiring week overall.

I need to go back and fix a problem that has to do with enemy boss squads. Right now they aren’t moving even when defeated which is great, but the player squads aren’t being pushed back. This creates a situation where when the player wins a combat, the enemy does not move backwards and the player squad moves through the enemy. At least this means that the enemy base can’t easily be taken over, but it’s still an issue.

There are a couple of stages that need some more polish. Some look to plain, while others have way to many trees. I need to do some more sweeps for sure. There was also some missing sounds on the stages and we made a change to our skyboxes which is creating weird reflections in water.

Personal Update

I wasn’t able to do as much work as home as I would have liked this past week due to being out of town. Like I mentioned earlier I managed to get some work done by creating a build for the game and playing it on my laptop while I traveled.

A friend of mine connected me with Strongbox games and they asked for a more updated video of the game-play for the game. That made me realize that I had a reasonably good beta that I could send their way so I built that this morning and pushed it over to them. I also pushed the beta over to a small group of people that I trust. This allowed me to make some connections and catch up on how things were going in their lives. I enjoy sending organic messages for something like this.

Things are progressing well with my girlfriend. I’m happy to have her in my life and look forward to the next time that I can spend time with her. I texted her today and said that I’m continually impressed with the way she reacts and handles things. It’s pretty refreshing to meet someone that’s so understanding.

The world of Six Aspects

More stories from the world of Six Aspects. Again none of these are specifically cannon right now but they might become cannon sometime in the future.

Father and Son

My father was a great man once. I suppose that he still is. I grew up wanting to be just like him, and now I’m getting my chance to lead the rebel army myself. We have been training for a long time, and I’ve been on many campaigns with my old man.

Things are different this time though. I won’t have the safety net that I once had. If I fail then all the things we’ve worked for will be for nothing. He still believes in the cause of freedom, but he has grown to old to do much more. It’s our turn now to take up the mantle and fight for what we believe in.

The ruling government has continually pushed policies to control the population. The people have to produce food and work for the good over everyone. That’s what they say at least. We are the few, living on the outskirts of civilization. I believe the people want to be free, just like my father who came before me.

This cause of freedom means everything to us. I expect there will be a lot of bloodshed, and there will be situations in which the decisions I will have to make will not be good or bad, they will be bad decision or worse decision. My father will still be involved in training the troops, but I will be on the front lines. I have to be successful, for my family, and for my people.

Punch Through the Problem

Game Update

We finally think we figured out the character ghosting problem. Often we would move characters in and out of the toy box and or delete them. We would then save the game and after returning those deleted characters would return due to corrupt save data.

Interestingly, the issue wasn’t anything in our new functionality of deleting characters which is what I had originally thought was the issue. The issue was the way we created a relationship on the toy box area and the buttons for the troops inside it. There was a toggle group on the toy box for the buttons which would not allow multiple buttons to read as pressed at the same time. We broke this when we added scrolling functionality.

In order to add scrolling functionality we needed to add a new invisible panel for all the character buttons in the toy box. This wouldn’t be an issue but the script for the button toggle group was a level higher. This means that the parent for the buttons was in the location.

Ultimately, this meant we had to place a toggle group on the invisible scrolling panel, and go back into the script in order to change the child referencing to a level lower than it was originally. For now this seems to have fixed the issue, but more testing is necessary. It’s possible that this will crop up again, and it might have been a multi-faceted problem that I’m unaware of.

The good news is that this means the only thing standing in the way of early release on Steam will be getting the key art right. Quite a relief overall. I’m still trying to squeeze in some sort of consumable item system for the game before early release as I see an issue with troops that have to much or to little alignment that the player wants to push into certain class archetypes.

Personal Update

I continue to improve my office to make the area more conducive for getting work done. I need to start streaming again, but I won’t feel comfortable to do that until I have the proper back drop. Still it’s a lot nice to sit in front of my computer now which means a lot.

I have to go out of town next week which might make it a little difficult to get some things complete. Then again I should probably take advantage of this time to put a build on my laptop and play it, then document all the issues. There’s still a lot of balancing that needs to get done.

For the past couple weeks I’ve been chatting with a great girl that I feel fits with my lifestyle and understands my needs really well. She really impressed me this past weekend when she spent her own money to take time to fly in just to spend time with me and get to know me. She’s even braving a hurricane that’s close by. I can’t say that I’ve been impressed like this in quite a while. She’s really good at making me feel comfortable and encouraging me. I have high hopes that we can keep moving forward with the relationship.

The World of Six Aspects

I’m going to start a new segment this week to talk a little about the world of “Six Aspects” as it’s a good idea to bring people in on my general ideas when creating this world. I might write some short stories in this section which could become part of the game. For now these are a lot of ideas and so I would stress that they be taken with a grain of salt as they are subject to change. For now I don’t have a definitive cannon for the world. I’m primarily doing some exploring.

First I think I should focus on the Aspects themselves. There is some confusion from people I talk to about this and so I’d like to clear this up here. The format for this will be a question and answer one. The Aspects are Earth, Lightning, Fire, Wind, Water, and Ice.

Question - “Why not just make them elements?

The Aspects are supposed to represent 6 different parts to a mono-theistic society. Each Aspect is one part of god, and represents a part of gods personality. The Aspects create a hexagon in which Aspects that are directly across from each other are opposed while Aspects that are to the immediate left and right are allied.

  • Earth - vitality

  • Lightning - unpredictability

  • Fire - intensity

  • Air - liberation

  • Water - invigoration

  • Ice - fortification

Individuals in the world will primarily focus their religious practices on one of gods Aspects which causes problems as those people will disagree with each other. It’s supposed to mirror the world we live in with different parts of religion arguing with each other over differences. It would be nice to create a situation in which the player as the commander of the troops needs to bring opposing viewpoints together in order to become victorious. This idea was first birthed in my RPG Maker game “Constantine”. It has room to grow quite a bit.

Also aren’t the Aspects Ice, and Water basically the same?

They have a lot of similarities which helped inform my decision to put them next to each other on the Aspect Hexagon. I feel that I can make them different enough to ensure they don’t have a ton of overlap.

Why include Lightning, seems like an odd choice?

Lightning is very interesting as the way I think about it is as if it was plasma. It’s somewhere between being solid and liquid which makes it different than fire. Lightning also has a close relationship to earth as it’s part of the requirement for its existence which made it a good fit for me.

Are there unbelievers in this world?

Absolutely, there are plenty of people that prefer to look to science or their own strength instead of submitting to a higher power.

Which Aspects are good and which ones are evil?

Elements are not good or bad. It’s how the user that’s aligned to them chooses to use them that decides that. We relate that to an alignment stat on troops. Zero represents an evil troop and one hundred represents a good troop. For now it’s difficult to make troops become evil on purpose. Still working on balancing this system. I’m considering reducing alignment of troops as they fight with opposing troops in the same squad. This would make for some interesting troop combinations.

How to the Aspects relate to the troops in the game?

Troops in the game have a primary aspect assigned to them. This aspect impacts how they fight on different terrain, and also might increase or decrease incoming damage depending on the match up of the spell being used against them. A fireball will deal less damage to a troop with a fire aspect, and more damage to a troop with an ice aspect. For now there is no way to shift a troops aspect but we may open this up in the future. For now if the player wants a squad to all have matching aspects they will have to move them around and use the recruit (duplicate) option as this will make a copy of a troop with all of their stats in tact.

What kind of other things have you considered doing with the Aspects system?

I’ve thought about matching it up with some sort of Zodiac as each Aspect could account for 2 Zodiac symbols. I’ve also considered restricting classes to specific Aspects. At some point I want to have more troops that fly and have something to do with ice aspects. Those feel like the most neglected right now. I’ve also thought about having god be a 7th element and explaining that somehow. In this way the people of the world would have access to 6 Aspects but only god would have access to 7. This would mirror the idea of mans imperfect nature and gods perfect nature in a Biblical sense.

I also considered creating some sort of situation in which players would play as the rebel faction that’s taking down some sort of empire and then swap roles to play as the empire to get perspective. I’m a big fan of stories that show you two sides of the story. I want my enemies to have some depth, and this could be a great way to do it. It feels like it would be really hard to implement and do well however.

I am a Game Developer

Game Update

I did some testing this week, but a lot of my efforts were focused on cleaning up my office. I took a look at some more ideas about creating a consumable system for the game. If I add any new features they have to already use what I’ve built and connect it in some way.

I keep going back to the game “Slay the Spire” mostly because I’m asking myself “why do I keep playing this game?” I feel like my answer is that it’s a combination of random cards and a lot of ideas of “what if x happens? How could that change my play pattern?” I’m trying to replicate some of that with the idea of some global artifacts. Again these global artifacts need to use the systems that I already have in place which could be difficult in and of itself.

Spent some time with my artist to get the things she needs to get the key art done. Hoping that we can move that along soon. It’s holding a lot of stuff up. I would say that I’m a little bit frustrated with the amount of direction I need to give in this area. That said, I’m sure that the final product will be worth it. This also led me to remember that I still don’t have a company logo, but more and more it might turn into the Six Aspects Color Wheel. I wouldn’t say that’s an official name for it.

Personal Update

Last week my sisters church had to vacate their storefront location which was pretty sad. It’s something they have been bracing for, for a while now. I’m doing the best I can to support them but it can be difficult here for them. It feels like a lot of changes are happening to me and the people I love lately. I hope that they will find something that will be a great fit for our church soon.

Next weekend I have a lot of exciting plans! I have to be careful not to project to much and just be in the moment so that I’m not let down, but it’s hard for me to help it. It’s interesting that it worked out so soon. I’m interested to see where things will go, and of course there will be a lot of drinking and dancing to be had.

Game Development Insight

I think I’m done talking about Dark Patterns for the foreseeable future. Instead I’d like to talk this week about “Atomic Habits” some more. Specifically, the idea that the things we do cast votes for the person we want to be. It’s pretty clear that the person I want to be is a Game Developer.

Halfway through my military career I told myself that I wanted to follow this path but I had no idea what that meant. At the time that didn’t amount to very much. Primarily, I listened to a YouTube channel called Extra Credits, I purchased a book titled “Game Programming All In One” which didn’t help much, and I went on twitter to talk about game development.

Then providence struck. Due to a work situation I was placed in a holding area in which I had extreme autonomy. I purchased a laptop and started to explore game development using RPG Maker, and I also met my now mentor Chris DeLeon. We have been working together for the past 8 years now. It’s why whenever someone asks about getting into game development I tell them to get a mentor and start paying them. It was life changing for me. I had direction now, and I had someone that could help me punch through barriers that I was continually hitting.

From there he encouraged me to start my own Game Development Club which I did in various capacities. Often I would be the only one to show up. I also spent time reading his book. Eventually I returned to work, but the fire had been lit now. I was still doing game streaming, but eventually I had to give that up due to my separation and eventual divorce.

There were some weeks in which the only game development I did was the one hour with Chris during our Skype sessions, but little by little we kept chipping away at Six Aspects. I also focused and finished my Computer Science Degree. Little by little without even knowing it I was becoming a Game Developer.

I tried a lot of things like 3D modeling in Blender, Pixel Art, etc… Eventually I figured out where my strengths were and so I focused on those areas. To me there was no such thing as wasted time, just choices which informed decisions. I never beat myself up, it was just exploring.

I wouldn’t say I became obsessed with what I was doing, but often I would get some motivation and take my work with me somewhere. On my lunch hours I would spend time working instead of socializing with people I worked with. I would take it to a coffee date and work before she showed up. I would work on an idea on the floor of my house moving cards and pieces around. I even took work to the bathroom to make more use of my time.

I made sacrifices, putting time into work instead of watching TV or being social. It’s likely that my choice to try and get the game to market in 2020 contributed to breaking up with someone very special to me. There were other things going on, but it can’t be denied that it contributed.

I spent my own money to hire out artists, and purchase assets. I was scrupulous in finding what I could afford learning how I wanted to run that part of the business. I experienced starting a business, and filing taxes even though I had no income due to my project not being completed yet. I took a month in Austin just to focus and really work on things holding myself to a schedule.

I created my own atomic habits without even knowing it, and I’m glad I fell into them now. At the beginning of this process I really didn’t know what I was doing and I would tell people, “I’m an aspiring Game Developer” but now I would say “I am a Game Developer.” I don’t think I could have done what I’ve accomplished without Chris working with me to set a schedule and keep me accountable to show up and “get my reps in”. Sometimes that’s all it takes.

I haven’t always been the most focused on game development over the years. I’ve had a life which has pulled me in many different directions. But just like the book “Atomic Habits” says, “You don’t have to be perfect, you just have to be consistent and not break the chain. Every time you do your habit you are casting a vote for the person you want to be. You only need a majority.” For me that vote tells me I am a Game Developer. This has become my identity now, and the only way someone could take it away would be to kill me.

1% Better

Game Update

We’re getting a little closer to fix our character issue on the Force Organization screen. It’s become a real pain, but it seems to have something to do with the way we move troops to and from our toy box. Last week in particular I wasn’t in the mood to work on it, but I did anyway. A lot of my entries this week are going to be related to the book “Atomic Habits.” In the book it talks about how every time you do an action you are casting a vote for the person you want to be. That means that if I work on my game even when I don’t want to it’s casting another vote that says I am a game developer. It’s a choice to become 1% better each day.

I felt inspired this week to start working on a new feature. I know that feature creep can be a real problem when I’m working on the game but I wanted to strike while my motivation was high. I ended up duplicating and cannibalizing the class change section. In this way I figure I should be able to build a consumable section which will allow players to increase stats of troops. Once I have the basic increase working on a button I should be able to create a cost associated. It will definitely have to include money as we aren’t using that much yet, and then maybe adding a consumable resource. Maybe we could call it “Aspect Dust” or something.

Personal Update

The first day of school started this week, and it went smoother than I expected which is a good thing. I was really worried about the transition this year but everything seems to have been taken care of. Here in Florida we have a tropical depression moving through the area. It looks like it’s going to just miss where I live but there will likely be a lot of rain.

Game Development Insight

While working through the book “Atomic Habits” I’ve started to become more aware of some things I do each day as well as different habits I have each day. It’s interesting to break everything down to see some of the causality in my life. I think this is an important thing to know as a game developer as often it takes long hours to get tasks done. Often starting on a task, having motivation, and understanding yourself are the best path to getting that 1% better.

My main task this week, the thing that’s been primarily on my mind this whole time has been getting my game development area into a state where I will want to enter it to do work. Honestly right now my office where my desktop computer is has paper all over the floor, and is such a mess that I hate coming in here. I wanted to stream my development but I hated what I had behind me in the room, and so it felt like I couldn’t yet.

There were so many road blocks that I was completely unaware of. After reading “Atomic Habits” I discovered that often there are things that stop us from doing habits and one of them is when things are unattractive, and difficult. The book talks about how if you want to stop a habit one of the tools you can use is to make it difficult, or unattractive. As an example if my phone is becoming to distracting I can turn it off or put it in another room to make it more difficult to use.

Another concept from the book is to have singular areas for certain activities so that you don’t confuse habits. I could sit and my computer and work on my computer, or play a game, or communicate with people, or even work on music for when I DJ. I’m in a phase where I am creating areas and it’s likely that at some point I will remove some of those possibilities from this area, so that I can get in the right mindset when I walk into my office.

Finally, the book talks about habit stacking. This is the method of stacking one habit right after another one that you are already doing. For me I need to habit stack what happens after the kids are in bed as I believe that will be the best time to get work done on the game. I need to start a habit stack that way to really zone in and get more work done. It says to use the two minute rule when starting a new habit. The idea is to do just the minimum to start something and then later I will be in a place where I will want to do even more.

I have to be careful as habit stacking also works with habits I want to avoid. Things like waking up and looking at my phone first instead of getting up to start my day. It might be best to make it difficult to get to the phone by placing it somewhere other than my night stand. This might also help in the middle of the night when I wake up sometimes.

By writing all these ideas down I will be more likely to follow through so I suppose that’s why I’m doing this. This book has really opened up my eyes to what’s possible. I don’t think that I’ll see a lot of benefits soon but eventually if I keep up good habits I’ll get a watershed moment with a lot of gains all at once. At least that’s what the book says will happen. Even if it doesn’t I like the idea of being more aware of myself and gaining more control to do the things I want to do.

Progress

Game Update

Still working at fixing our data save issue with troops not deleting properly. This sort of thing can be frustrating but I started reading a book this week that really helped me put things in perspective. It’s crazy to go back a number of years to when I started all this to realize just how far I’ve come. I need to also realize that I’m very limited with what I’m able to do, and I’ve done more than some products that are already on the market.

Besides the technical issue, I should start working on more video for the game and maybe start streaming again. I’ve said before that even things like doing taxes, setting up steam, and getting my business licence are still “game development” in the sense that they have to be done in order to move forward. In the same area as that I think my next game development item will be cleaning up this office to make it conducive for development, and streaming games. It’s about time and if I focus on it I should have it done quickly enough, maybe even this week.

Still hoping to get some sort of capsule art together for steam, and I need to get back on steam and make some adjustments with my business licence swapping from Texas to Florida. There are plenty of “game development” things to do that have less to do with game play and more to do with game release.

Personal Update

YouTube made a suggestion that I read “Atomic Habits”. I like to reclaim time driving to work or doing chores by listening to books. YouTube has been a great way to do that to keep improving on myself, my habits, and thought patterns. This book had me crying in my car on the way home with the story that the author told. It’s one of those overcoming adversity stories. I’m trying to feed myself more stories like this as it feels like a lot of what has been happening lately in our media is well…. not that. I would prefer to feed myself a narrative that talks about working hard and being successful.

One of the most interesting ideas in the book so far is the idea of becoming 1% stronger each day and seeing no results until a watershed moment. One of the examples from the book is a room where the temperature is turned up one degree at a time from zero and there is an ice cube in the room. For the first 32 degrees there is absolutely no change, but as soon as the threshold of 33 is reached it starts to melt. Working on a skill can be like this where there is little or no progress that is seemingly made. Then a lot of progress happens all at once. That’s not an accident. Often though we focus on the outcomes and forget about the first 32 degrees and just think about the 1 degree changes from 32 to 33.

I remember experiencing this when I played guitar. It felt like I wasn’t getting anything done when I was learning chords, due to the speed and accuracy I could play them at. Eventually I learned my first song and could play it from beginning to end at the proper tempo. That was a real watershed moment for me.

Often we measure our success based on final outcomes. In my case completing this game could have been that, because realistically it’s been 8 years and that hasn’t happened. I would say that along the way there have been so many epiphany’s and water shed moments that I can’t even count them. Things as simple as understanding how to produce a statement to display variables with Debug.Log properly, or understanding the “Update” function, how to read in a spreadsheet as comma separated values, how to create object files for my characters, saving data, displaying models, launching particle effects, coordinating external contracts, setting up a business, I could go on… None of these things happened overnight but they were all tiny victories on the road to finishing.

The most important thing I think I learned from the book so far is the idea of saying to myself, “I’m the kind of person that…. “ This is the same idea of limiting beliefs that we talk about in self development circles. Instead of saying, “I’m the kind of person that binge watches Netflix” I have the power to change that narrative and say to myself, “I’m the kind of person that spends the bulk of my time working on my projects and I do my leisurely activities in a controlled way.” I need to internalize the kind of person I want to be, and possibly make habitual changes. It’s going to be painful for sure.

Game Development Insight

I’m going to take a break from talking about dark patterns this week. Instead I’d like to touch on simple randomization.

Randomization in games, especially in the indie game scene can be a real boon to giving replay value to a game. Often we see fully randomized environments in games like Spelunky, Rogue Legacy, and Faster Than Light. It does a great job of keeping things fresh for sure. The thing is for a lot of game developers the number of things that have to happen in order to make an environment random is likely to much. I know it’s definitely out of reach for me. Something more simple could be much more achievable however. Doing something as simple as having a pool of generated stages that can be played is a great solution. That has worked for a lot of games like Populous. Populous had so many stages that the developer said the QA team would not be able to play them all in order to test them out. That’s pretty crazy if they were all created by hand, although I suppose that we’re only talking about a couple of variables.

I’ve started to look into simple things that I can do with Six Aspects to give more variation to the game. Making some sort of repeatable “hunting” areas has always been an idea. I now have a map icon that can launch random stages. All I need to do is add more to it. I feel the next step will be to randomize the enemy spawning on the map, that’s an easy win. A more difficult task would be randomizing their way points in such a way that it makes some sense. Assigning those manually would be better.

I also feel that I can randomize the town spawning fairly easily and just keep them in the same spots. The issue with this is primarily a narrative one as it’s not typical to have towns that just appear and disappear. I could explain this by saying that the towns are “magical” and as such they can teleport around to different locations. I might also make it some sort of decent into Hades, or a demon realm in which the landscape is always shifting which explains the randomness of the towns.

I suppose while I’m at it I might also see if there’s a way I can randomly spawn features with their environment collider. This is a lot more difficult due to the way we interact with the terrain through scripts attached to troops that move them about. It would be especially difficult to randomize terrain heights and add in the movement zones properly. A forest would work a lot like a town so that might be OK.

I think the basic idea I’m getting at here is one of turning enemies on or off that have been assigned to a stage randomly. If you think about a Mario game this could be done by randomly turning on turtles in a stage. They would work as expected otherwise. This would be pretty simple to do. The other option of changing terrain in the level would be very difficult, maybe even creating unplayable levels that are mostly nonsense without some sort of intelligent randomization. I’m sure it would be a fun challenge though.

They're back!

Game Update

Still working hard on some of the problems we’re having with troops that are supposed to be deleted re-appearing. I wasn’t able to do a lot of work on this week but I still got some other items completed. This issue has been a real tangle and we cannot release like this.

A major milestone completed this week when I finished building all of the particle effects for humanoid troops. The monster enemies will probably need some but often the enemies will be humanoid as well. It can’t be to much more to do, and I feel comfortable releasing in early access this way.

I have some other business type things to start swapping around. I haven’t been on the steam page in a while to check on requirements and still need to get the capsule image art done. Hoping to get that finished soon, but it may take some extra time. Also I think making a solid video would go a long way so I’ll probably start work on that.

I did a lot of driving this past weekend and while I was on the road I started to think about how I could do some additional customization without having to build an entirely new system. I feel that making a consumable screen might be the easiest thing to do here. On top of that I’m thinking about a drawback that will go along with buffing stats. The idea I like the most is allowing some dead troops to be removed from army due to passing on so they can’t heal. This would be a random chance, but that random chance would be increased with some of these consumable item buffs. I love this risk reward idea and it shouldn’t be tough to implement with systems we already have available. Additionally, we could tie it to the end of stage actions as some actions would have negative rep results but give better consumable rewards.

Personal Update

Picked up my boys this weekend. It’s a lot of driving to do all at one time. I’m just glad we’re all home safe again now. It gave me some time to think about things. I’m also very worried and praying for someone I know that’s in the hospital. If that weren’t enough I’m also concerned about a local church that needs a new place to meet as their rent just got raised on them. It feels like things are really crashing down on a lot of the people I care about lately. I wish I had more power to help.

Game Development Insight

Doing a short entry this week as I’m very tired. Next week I’ll continue with more Dark Patterns insight.

Feature creep is a real problem with everything in game development. It’s easy to get so excited about an idea and want to implement it without really counting the cost. I figure that’s why understanding the core game loop and what your development pillars are is so very important.

First the core game loop tells you where the fun is. It’s important to strip everything else away that’s not that to see it in its purest form. As an example for my arcade board game I have a mechanic where the player rolls dice for 30 seconds over and over while discarding any rolls of 1. The player keeps track each time they don’t roll a 1 and that is their money for the round. This mechanic that makes the game fun could easily be used for a lot of different games, and of course there’s buying things with the money and then rolling again. I’d say the mechanic, plus the purchasing of things is the core game loop here. Everything else comes second to that and must serve that loop. If it takes away focus, or takes over as the dominate loop it can’t be a part of the game.

I mentioned earlier about the consumable items, and it’s one of those things that had to fit with everything else without making it take longer, or taking over to become to dominant. It also needed to be easy to implement at this stage and I think it does that extremely well.

I suppose you could even apply this to other parts of life. Understanding the core of something and then removing parts that really don’t serve it. I feel like that’s a Biblical thing too. Mathew 6:24 “No man can serve to masters for either he will hate the one, and love the other; or else he will hold to the one, and despise the other. You cannot serve God and money.” This seems to fit nicely with the concept of focus. Often I will tell student’s “You can’t do everything you have to make your choices. You may be good enough to be a professional soccer player and an astronaut but not both you have to choose.” This is even true of where our time goes. We choose to watch TV or be leisurely instead of working on things we’re passionate about. Nothing wrong with leisure but it’s important to recognize the choice made.

Frustration, Mentors, and Premium Currency

Game Update

We waded into a new problem in which deleting characters sometimes creates new ones that have gone from level 1 to level 9. It’s a really strange, and I’m not sure all the machinery that might be causing this. It’s likely tied to a script that automatically levels up enemies in a stage when we start so we can start with templates for them. Then again it might just be some sort of data scumming that’s really screwing things up. Data integrity is super important for programs.

I fixed another issue all on my own. It would seem that changing classes was not updating the “leader” field correctly. Right now that’s supposed to be tied to which class (job) the troop is. I did start thinking about this and it’s possible that in the future I will change it to be a promotion the player will pay for which will also increase the cost of the troop permanently. Maybe being a leader shouldn’t be tied to the job of a troop. That said it might also be important to not allow most creatures to be leaders if we allow the players access to them. I’m not sure how I would use the systems I have to allow the player the ability to recruit creatures right now however.

I also thought this week about a way that I could possibly make random stages. I should be able to make a pool of stages and a special map button and then add a small portion to the script that executes when the button is pressed to spawn one of the stages at random. The only thing that would need to be added would be a way to control the level of the enemies on those stages. It shouldn’t take to much to do that much. If we want to go full random we would need to do things with the landscape, set locations for enemies along with way points, and cities. If I could build multiple small areas that could be linked together that would also work. Something like fitting nine pieces together that are selected randomly from a pool would work well.

Personal Update

Some stressful issues came up this week, and I’m a little concerned where things will end up. Still I’m fighting to keep everything normal and moving forward. Still sometimes life doesn’t go the way you expect and you get surprised. Sometimes life isn’t about the problems we have, it’s about how we react to them.

I had an interesting conversation this week about mentors. I mentioned that this person should look into getting a mentor and paying them. I’ve said this pretty often to people interested in game development. This time I got an interesting response however and it made me think. The response was that they felt mentors should not be paid. They should be doing it because they want to.

I would say that for me paying my mentor does help keep me on track while validating the work that he does with me. If anything I’m not paying him enough. After paying for training, and also for artwork for the game I found that I rather enjoy it. I guess it’s one reason that I want the game to do well. I want to compensate those people that were instrumental in the project better.

On the flip side I see where my friend is coming from. We both had previous experience in the military and so I could see where they were coming from. With money in the picture there could be an ulterior motive, or other dynamics that are less than preferred.

Game Development Insight - Dark Patterns Premium Currency

Premium currency is when a player purchases in game currency with real money for the purposes of buying in game items. The issues are that this often hides the amount of money the player has spent. Additionally, spending more money often nets more in game currency for the player which tempts the player to spend more. Reading some more of an entry from the darkpattern.games website it also would seem that it’s a key component to waste aversion and loot boxes. Just like before I’m not against in game currency if the game is solid.

Waste aversion is an interesting concept. The idea is that people want to use all of their in game currency and they don’t want to have any left over. Knowing this the developers purposefully create situations in which the players have left over currency. This makes them want to re-purchase more to attempt to use it all up.

One of the biggest controversies in the games industry is that of Loot Boxes. Loot boxes give the players additional content randomly. This plays on the Skinner Box mechanism inside everyone’s brain. This behavioral conditioning of players which can cause addiction to dopamine which could be compared to drug addiction.

Here’s how the Skinner Box works. B. F. Skinner placed a rat in a box and allowed it to get food when it pressed a button. This was fine, and so next he tried setting the button to a set number of presses. This also worked well and didn’t interfere with the rats typical behavior. However, when he made the button hand out random rewards the rat became obsessed with the button. Pressing the button and not knowing when the food is coming creates an expectation. It’s the same reason that people gamble, roll dice, open packs of cards, or buy lottery tickets. Everyone believes they will win and get what they want, and when they don’t they try again. Even failure serves to reinforce the need to try again.

Seems pretty evil, and I feel that for some people with addictive personalities it is a way to take control and exploit those players. On the flip side I’ve been in the position of having had a bad day or week and suddenly pulling a very rare card from a pack, and feeling how good it felt to get that result. There are times when it does feel really good to get that, but it’s important for players to know what they are getting into. Sadly most players are likely pretty ignorant to what’s happening inside of them.

Temporal Dark Patterns

Game Update

We managed to fix the problem with the menu system that occurs when we press buttons and sometimes the last action from the last button we pressed tries to execute. This might have also fixed an issue with selecting troops in the toy box. There are some issues with the way we’re deleting troops however and so we will be focused on that this week.

I made some more updates to the spreadsheets to further balance them. I put out a new build and did some more play testing as well. Everything is going to take some time to get just right. There’s still an issue with leaders not updating and I took some time to work on that as well, but wasn’t able to find that line in the code.

My girlfriend is stepping up to work on the key art for the game, and I did some work to talk about a couple of options we could go with. I’m excited to see what she comes up with as she did a great job making some art for the Six Elements in the game.

Personal Update

Not much to report here. I took some time to walk this week and do some much needed household chores. Sometimes it’s nice to disconnect from technology. I spent some time on the beach with my girlfriend to unwind, and finally got to try out the board game Nemesis. I felt pretty tired most of this week, I don’t know if I’m getting enough rest hours.

Game Development Insight - Dark Patters

This week I got pulled into a game that uses some of the elements of Pokemon Go mixed with Clash of Clans. Both games which leverage dark patterns to addict their player base. I used it to motivate myself to walk, and so it wasn’t all bad. I came to the realization that dark patterns in games can be fine, if the game has some substance to it. Often the games that are available for free on the phone heavily leverage dark patterns with minimal substance.

The specific dark pattern I want to talk about this week temporal dark patterns. I like to call this “sit and wait”. Darkpattern.games mentions “playing by appointment”, “daily rewards”, “grinding”, and “advertisements”. I’m going to talk about everything accept for grinding which I mentioned in a previous dark patterns post.

Playing by appointment is the basic dark pattern that we first saw in some games where players could build virtual structures like a city simulation or real time strategy. The twist is that instead of the building taking seconds to build they would stretch it out over hours, days, or even months. This was done in an effort to make players feel like they were building “realistic” structures. I’m not sure when it was discovered that this game play loop created an expectation for players to respond which is similar to conditional training we do with animals.

Daily rewards follow the playing by appointment pattern as well. Again this can be OK if the game has substance to make the game play valuable, but at some point it’s just tiring to do that daily quest for the 60th time to improve your reputation or make in game money. Often though the game just wants players to log in and click a button.

Advertisements have become another way for games to make money through making players wait which takes them away from the game they are playing. I can’t imagine that this increases the players enjoyment of the game. It would seem that it delays them from playing the game. That said I have watched plenty of commercials to get in game rewards. Players feel that it’s OK to do this for free games so that the developers can get some incidental money from advertisers. I often wonder how often these ads actually cause players to complete a transaction or download a new app.

I can only guess at what societal conditions led to us creating games that are focused on these dark patterns. It’s possible that just the proliferation of cell phones to so many people made the market irresistible to make games like this. It’s difficult for many of us to ignore text messages, which also feeds into these temporal dark patterns. It’s not like it has to be bad, but often if the substance of the game is just the dark patterns then it’s not much of a game. These things are just add ons that need to be taken under consideration instead of just automatically tacking them on.

Goodbye Lancer Games

Game Update

Lot’s of good work done this week, and I have to say it’s mostly thanks to my girlfriend being supportive and helping me focus. It also helped that I did an embarrassing play test last weekend, and one this weekend. I probably spent close to 15 hours working on various problems. I made a lot of content changes to the troops in the game fixing a lot of the issues from last week.

Fixing the XP curve, the upgrade for some troops, and the money issues were pretty easy. I also stepped up the speed at which the squads move on the map which helped to speed up game play as well. I also spent a lot of time going through all the animations in the game. There are probably 50 different animators to go through when I do a scrub like this. Luckily groups of troops with different colors use the same animator. I standardized animations that used to be “Cast Fireball” to “castMagic” in order to allow the same animation to be used whenever magic is happening, not solely when a fireball is being used etc…

The force organization screen issues are more pronounced and it will probably primarily be something I will need to work through with my mentor. It’s strange how buttons are trying to do the last action that’s being pressed right now. It’s really screwing with functionality.

A problem that plagued combat for some time was the way that enemies were maintaining temp healing from fight to fight. I made some changes to fix this issue but another exact issue I didn’t want cropped up. I ended up with some combats in which troops weren’t taking enough damage and healing was keeping battles running over and over again. Due to that I reduced defense and increased damage output. I will need to start a new save to understand if it’s doing what I need to happen. Healing shouldn’t be as strong as it is, that goes against our level speed pillar of keeping stages around 15 minutes. It might be ok to break this for a final boss stage, but otherwise it feels pretty bad.

Personal Update

I’ve always said that game development isn’t just making games, or selling them it’s a lot of other things as well. This week I managed to put in my new business licence in Florida and with that an exciting new thing happened. The name of my LLC changed from Lancer Games to Lancer Entertainment.

The end of the month will see the return of my kids which will limit my time again. Due to that I really need to keep working hard on the game to get it out the door. The next big steps will be re-visiting steam to see what steps I need to take there. Getting the artwork set and my new business information updated will be an important step. Again it’s game development, but it’s the business side.

Game Development Insight - Dark Patterns

This week I want to talk about the Dark Pattern - Badges/Endowed Progress. According to darkpattern.games giving badges/achievements etc… gives the player a sense of “Endowed Progress. It’s called the Zeigarnik Effect which simply means that people are more likely to remember uncompleted tasks than ones finished. Often the tasks are on timers which give players a sense of FOMO (Fear of missing out).

On the plus side there are times when I play board games like the new Dune game, or one of my favorites Agricola and I have no focus or idea where to go. Having a quest or something can be very helpful. Ticket to Ride also does this in a way with it’s ticket system to complete routes. I would say that any time the player needs guidance, endowed progress items like quests can be helpful.

The problem is when they take away agency from the player. The player may feel like they are chained to complete certain actions. Some of the daily quests in Arena of Valor are a bit to demanding for instance. With the average match taking around 20 minutes doing 2-4 matches a day is pretty doable. However there was a time in which they pushed players to play 10 games in one day for maximum rewards. On top of that they created some quests for modes that require other players and are to unpopular to get enough players to launch. It’s frustrating to open up a menu and see uncompleted tasks. The psychological pressure really works.

All that said, I’ve thought for some time about how I want to build in some achievements for Six Aspects to integrate into Steam. This is a pretty exciting thought for me. I kind of want to set a bunch of goals in the game and then complete them. Even without prompting when I was younger I remember working through Chrono Trigger to get all the endings.

Just like most of these dark patterns there are good and bad parts to it. The important thing to think about as a company is how to make the patterns work well for the games I release to take care of the player, instead of making them into cages. Just like most things we need to make sure that things are dialed in properly.

Happy Forth of July!

Game Update

I did some testing this week and found a laundry list of issues with the game. It’s a little frustrating when I’ve been working on something for so long to find so many issues. Luckily we fixed the flanking issue which was working perfectly.

Here’s some of the things that came up.

  • Balancing experience so that the player can progress more quickly

  • Enemies are to strong in combat need to re-tool their stats

  • Not enough money is being produced by the player in stages

  • Lots of issues in the force organization screen as clicking on buttons isn’t responsive, and deleted characters aren’t staying deleted through saves

  • Some characters minimums aren’t set properly for class changes

I guess I should expect that this is just part of the process. I knew that there would be some balancing to do. It might be good to build some sort of editing screen for troops instead of depending on spreadsheets. It might also be good to build something to allow us to make characters more quickly.

Personal Update

I did a lot of extra work this week to flex my hours and have some additional time off this week. I’m excited to go see the fireworks with my girlfriend tonight. It’s been quite a number of years since I had the chance to watch them with a love interest. I’m sure it will be special.

I’ve taken to working on getting ready for Dungeons and Dragons as the Dungeon master. Today will be my first time running a session. I’m excited to finally be able to put all my Dwarven Forge terrain to good use. I’m a little nervous about it, but I think that overall it should be a good time.

I also managed to make some time to work with my friend Jacob on his board game. I think he has a lot of good things going on. We started our play testing session by talking about our views on development and I think it was important just like the book “Start with Why” talks about. We need to make sure that we both have the same “Why”. I showed him some of my arcade board game idea, and the more I play test it the less fun it gets. Then again I might need to play it with a human opponent to make it work. That might make all the difference.

Lots of set backs for my game development this week as I found all the bugs with my game, I had an embarrassing showing with my friend Jacob and my board game is really not working right now. I keep seeing the same thing with my players. They are having a hard time with the force organization screen. I figure I can either make a video to explain the game or I can try to develop an actual tutorial stage. I’m leaning towards an instructional video as I feel like I can build that more quickly and easily.

Game Development Insight - Dark Patterns

From competitive ELO there are a lot of dark patterns we can discuss. Interestingly a dark pattern surfaced for the phone game that I play on my phone this past week. It would seem that either players have figured out how to run bots in this 5v5 MOBA style game, which is quite a feat, or the company itself is sending bot teams into the battlegrounds because there aren’t enough players due to recent competition in the market place. Either way competitive matches became auto win for about 4 days with about 1/10 matches being against actual players. I could resist taking advantage however and I pushed up the ladder with a character that sees minimal play. Due to that I’m number 2 in the US on that character as per the way the competitive system in the game works. I wouldn’t say I’m actually the 2nd best at playing the character, I just took advantage of a system. Thus I don’t put much faith into the system giving real feedback on how good or bad a player is.

I suppose this would fit primarily into the dark pattern of grinding. Grind is a mechanic where players are required to perform repetitive tasks to gain experience points, levels, items, money or general power. Somewhere deep down inside most people we like feeling like we “earned” something. Grinding gives us that sensation and like most things I discuss I can see two sides to this issue. Typically, the negative to this is “stealing” players time to get them unnecessarily hooked on your product.

The thing is it would be simple to just give people items or money, but that doesn’t feel very satisfying. It’s a sure way to have people lose interest. A lot of playing any game comes down to a persons belief system. In the self development community this comes up a lot. It’s called “Limiting Beliefs.” Limiting beliefs are things that keep individuals controlled and in some ways they can be good or bad. Having a belief that driving to fast, or while texting is dangerous keeps other people from possible harm. Having a belief that no matter what a person does they won’t be successful will stop a person from trying at all.

The recurring theme I think that I’m going to have for most dark patterns is as long as the individual understands what they are getting into and what’s happening to them they can be fine, or even good. In this case I would say that I enjoy grinding for items in games most of the time. Other times it does push itself into becoming a chore and that’s where I should stop. Often I don’t though and that’s when it’s a problem. This is where I believe we can get into video game addiction. Basically when it’s not healthy to be gaming, and we do it anyway.

Competitive ELO Part 3

Game Update

Further issues were discovered with the flanking problem and we managed to solve the spell casting problem for single targets. For some reason the area of effect spells are also not working properly. We have some further work to do to fix them as well.

This week is pretty thin on game updates as I’ve put some efforts into other places and had a couple of other things happen. I am looking forward to a time when I have my business licence, artwork, and early access release on steam. I do like how everything looks when we have a lot of different particle effects triggering at the same time.

Personal Update

This week my cell phone of the past 6 years died. It was a pretty big loss as a lot of things that were on that phone cannot be recovered. I suppose it’s a lesson in keeping a backup of things. A lot of memories and conversations have been lost forever. It hit me pretty hard. I got another phone, but the damage had been done.

I ended up frittering my weekend away on board games and Dungeons and Dragons, but there was a small ray of light. I felt better after getting back to my roots and I felt very motivated to start running Dungeons and Dragons again as a Dungeon Master. It’s been ten years since I ran games. The last time I did that was when I was stationed in Iraq. It made me feel really good. I’m so happy that my girlfriend told me to relax this weekend. Sometimes she knows what I need even when I don’t know.

Game Development Insight - Competitive Elo Part 3

The last two weeks I’ve talked a bit about the competitive systems that have drawbacks and benefits in both realms. I try to take a tempered approach whenever I’m looking at two sides of an issue. I will always remember doing a CLEP test in which I was asked to take one side of an issue and I simply couldn’t do it.

Which system is truly better? It’s difficult to say which I guess is a bit of a cop out. If I had to choose I would pick the original chess ELO, but in team games like League of Legends I feel that this system is to punishing for players in random groups.

That said I’ve always held a fondness for simple tournament structures. Although this way of determining the best is limited as it has no way to handle flukes or performances that don’t represent a team, or individuals true abilities. At the same time this format gives each match a lot of wait and drama. When competition leads to a surprise that’s unexpected it’s very exciting. This contributes to the meta game for future competitions.

I remember playing in a tournament in which my opponent mentioned that the online meta was a couple of iterations ahead of the physical game for this reason. This makes me question if it’s almost better to play less games in order to keep the meta game from developing into its final resting position at the end of the season. Then again what are long time classic games like chess in order to make sure that players don’t have to worry about a changing meta from season to season. Then again the lack of change is probably what makes games like chess less interesting to me.

I think this will be the end of my ELO series. I think I’m going to progress to talking about dark patterns next week. Dark patterns came up while I was doing this series when I did a little research. I feel like it will be a great next subject to talk about.

Happy Fathers Day! & Competitive Elo part 2

Game Update

Spent quite a long time working through the flanking issue with my mentor Chris. We were almost done and so I stayed up a little longer to put the finishing touches on the problem. It was a portion of the script that we hadn’t accounted for and so far it seems to be working. I just need to make sure that there aren’t any problems in a full stage situation. There’s a possibility that we may have accidentally set new positions permanently after the combat.

I missed last weeks blog entry due to taking a quick week of vacation. It gave me some time to think about the game and I ran a back up which is always a good idea as well. I need to play a build and take some new pictures with all the great new particle effects we’ve built. Hopefully I won’t run into any other really problematic bugs.

Another idea I had which may be difficult (maybe impossible) to implement would be playing the game from both ends. What I mean by that is playing the game as a liberating army and having the game record your armies movements and then playing it from the perspective of the defending empire. I’ve really started to warm up to the idea of seeing both sides of a conflict and this would really amp up what we would offer with this game. Given the state of factions across media, politics, etc… this seems like something that could be really interesting. The idea is to show that both sides of a conflict have their issues. Everyone loses in a war time situation.

Personal Update

I was able to visit a place that I love with my girlfriend over my time off after dropping off my children for the summer. It was a lot of fun to show her some places that I remember the last time I was there. It was surprising how many places we tried to go to that were closed though. The 2020 virus really wreaked havoc on businesses all over. Probably five different places were completely shut down. Additionally, we seem to be in a labor shortage which means it was difficult for a lot of places to keep up with orders.

I’ve been watching the markets a lot lately too. AMC stock has my attention and I’m wondering just how high it’s going to go. I just started investing during the pandemic and so everything that’s happening in the investment financial sector is really interesting to me. Talk of “naked shorts” and all the retail investors vs the establishment mutual funds has been really crazy. I wouldn’t say that I understand all of it. I’m hoping this will drive policy changes in the markets to make things better for everyone.

Game Development Insight - Competitive Elo Part 2

Two weeks ago I left off before talking about typical Elo where players start with a score and then take points away from others when they win. This week I’m going to talk about systems that tried a different approach in order to encourage more game playing and not less. Often players under Elo will achieve a point total and then protect their points by not playing.

Wizards of the Coast introduced a new system for Magic the Gathering. It was a system in which players could only earn points and not lose them. Players points would reset to zero each season. At first this seems like a great solution. Play games, earn points and get some benefits like first or second round bypasses in major tournaments etc… The issues that arise are that this benefits players that have the time to play more, pay more, travel more, and devote more time to the game. Not to say that players that devote a lot of time to a game shouldn’t be rewarded, but it creates a system of haves and have nots.

I’ve seen a lot of dark pattern behavior around this system. Dark patterns are what game developers call “a pattern that is deliberately added to a game to cause an unwanted negative experience for the player with a positive outcome for the game developer” (citation - darkpattern.games). Specifically I would cite this type of competitive system as grinding. It creates situations in which the best player isn’t always represented, instead we often see players that are simply able to sink more time or money into the game.

One of the most frustrating things that I saw at tournaments was during pre-release tournaments more points were handed to players just for attending. So in order to “game the system” players would sign up for multiple pre-release tournaments in the same city, show up collect their cards and drop before starting round 1. I mentioned this problem to other players and they ensured me that it wasn’t as bad as I was making it out to be as the points they would get wouldn’t matter compared to someone that won a major tournament with 100 players. The issue to me is that they purchased their points, and didn’t play to earn them. I understand the importance of having participation points for players that are just starting out, but this seemed like an abuse of the good will inherent to the system.

This system benefits the company of course, because more gaming means players are more compelled to spend more money on cards. The system also creates a situation in which players with more money are at an extreme advantage. It’s possible that this is one of the things that card games and video games could learn from the world of sports. There are some sports in which the cost to play are pretty high like hockey, but many others like soccer, football, baseball, and basketball have relatively low barriers to entry. On that note I would say that chess and games that aren’t expandable fit this category well which makes them more accessible and fair. The trick as a company is how to make money continually on a game like chess. How many chess boards does someone really need? It’s likely the focus should be more on paid tournament play with cash pay outs, but the issue with that is that it falls under gambling laws which is also a big issue.

There’s never going to be a perfect solution, but I think that it’s worth opening up a discussion about it to at least think about some solutions.