SWIFT*STITCH post-mortem

So then, I think it’s about time I wrote this. I was going to wait till after this week’s sale, but I got pretty upset about the game today and couldn’t hold myself back on twitter, so I have some explaining to do I guess 🙂

so then, let’s start with my tweets;

  • “was not expecting anything to happen with Swift*Stitch at IGF, so I’m not fussed it wasn’t a finalist. I am upset however…”
  • “…why the fuck did I spend that long working on a game I didn’t think could become a finalist? I must be an idiot.”

first, biggest disclaimer (since heated discussions involving IGF get controversial quick); I am very happy with Swift*Stitch not being a finalist, have you seen the games that did make it? Swift*Stitch does not deserve to be a finalist. The IGF is super cool and the finalists this year are super cool.

So, why was I an idiot to work on Swift*Stitch?

as many people pointed out to me on twitter, sales, awards etc aren’t what is most important, what is important is working on a game you love and having fun doing that. In this sense, the game is a success. I love the game, I love how it turned out, I had a brilliant time working on it (mostly, detail further down), I love the music Aeronic put together for the game and I like all the nice things people have said about it.

In this (most important) regard, Swift*Stitch was a success. but I knew, the entire time I was working on it, that the game probably wouldn’t sell well. For a game I was working on with the intention of paying rent from sales, this is where I’m a total, complete, idiot. I have no shortage of games I want to work on, I would enjoy working on them all, but I was broke and I needed to pick something I could have fun making AND could sell. Swift*Stitch was only ever a game I could have fun making, and maybe could sell maybe if something maybe maybe. not a good choice. I haven’t paid rent in over a year now. I needed to work on a game that had some commercial appeal, I have games that could have fit that bill and been fun to work on, but I didn’t make them, I made Swift*Stitch.

and that choice, even though it resulted in a cool game I’m happy with, was a mistake. because it puts my chances of making other complete games in jeopardy.

 

However, whilst Swift*Stitch was the wrong choice, I learnt a ton working on it, so lets get this post-mortem going properly shall we? 🙂

Swift*Stitch started out life as an entry to the GAMMAIV event called “ZAGIZIGI” (which you can play by clicking hyar!).  if you compare ZAGIZIGI and Swift*Stitch (link to Swift*Stitch demo in case you haven’t checked it out yet) you will see that the core of the game is pretty much the same. the control hasn’t changed, even the colour of the lines you cross to change directions is the same.

where the games differ though, is visually, in scope, and in polish. ZAGIZIGI has a story and 3D graphics when Swift*Stitch has no context for the events of the game, and minimalistic graphics built with just hard pixel lines. ZAGIZIGI has 5 levels (I think, been a while lol) and 1 game mode, where Swift*Stitch has 42 levels and 3 game modes, as well as achievements, and bonus options to change how the game plays. ZAGIZIGI was made in 2 weeks, Swift*Stitch took 5 and a half months.

Ultimately, the main point of deviation from zagizigi when I started work on Swift*Stitch, was precision. I wanted the game to look crisp; no ambiguity, no clutter, nothing distracting. and even more than appearance, I wanted the control of the game to be precise.

how precise did I want the game? well, a little way into development I noticed the input was a little laggy for the game at high speed. the reason? I was checking for input every time the game rendered a frame. and checking for input 60 times a second was TOO SLOW. so I tore apart the game and changed it so every input was recorded independantly of the frames, complete with the exact moment the input happened recorded too. this also made the game 100% framerate independent, something I’d managed to avoid having to do properly before. now, instead of the game ‘happening’ every time the frame was rendered, the game was constantly happening in realtime, each new frame was just a snapshot of what was going on.

Ultimately, this meant if your input was faster than the framerate, the game handled it perfectly. you press and release the control before the frame is rendered, and your ship still moves correctly, and precisely how you told it to.

With this, mostly I wanted to be able to make the game as cruel as I wanted. by removing things people can blame when they crash (laggy input, distracting visuals etc) a game feels more fair, and people are happy to own up to their losses. it’s “omfg this isn’t fair I pressed it at the right time!” versus “Aw Crap, I gotta press just a little later than that next time”. When making a skill game, you can’t punish the player for anything outside of their control. so I did everything I could to tie the game to the user’s input, and remove anything that could result in them failing through no fault of their own, or compensating for it.

Something else I wanted to do to distance the game from ZAGIZIGI was to add more types of line to cross, this resulted in the ‘arc’ lines and the teleporters. the addition of which provided a bunch of extra little nuggets of gameplay fun I hadn’t even considered when combined with the already existing rules of the game, and these make up no small part of the later levels.

Also added early on were particles when you grazed along a wall. this is just one of those things that felt good, so it stayed in the game. the shinies were also like this, though with the addition of survival mode and medals, they became tied more closely to the gameplay.

one of the last big decisions turned out to be, just what the game was. early on levels were scored by how quickly they were completed (which, due to the way the ship moved had no correlation with just how well the level was played) and some levels where the goal was to just keep doing laps until you collected all the shinies (which, was just plain boring).

I tried various ways of balancing the score, subtracting crashes, multiplying by shinies and various other math stuff, but it never felt like score had any relationship with performance until I kicked completion time out of the equation. and after doing that, it didn’t take long to see that I should just award completion, shiny collection and not crashing independently. it was more fun since you could focus on one thing and not be punished for disregarding the others. I liked this ability to choose how you wanted to play the game, so I kept it in, from the unlimited slowdown option, to being able to skip to any level, any game mode, any speed setting. I’m pretty happy that players can just play the game in whatever way they think is the most fun, something these crash-a-lot, arcade-y, reaction type games normally don’t do.

for the game’s music, I trawled through my collection of musicians who had emailed me samples before, and Aeronic jumped out at me, I had already been impressed with his work (especially some of his nujabes-sounding stuff, tasty!) so I shot him an email and we got to talking. In the end he is a total dude to work with and made an AMAZING soundtrack (which you can totally listen to and buy here). The game’s music is one of it’s best features, and when people do talk about the game, it’s rare for the music not to get some love.

but development wasn’t all accidental coolness, science-y game design and feature tweaks, there was some serious grind. Swift*Stitch is my first finished commercial game, and probably the only game I’ve spent more than a couple of months on that has actually been finished. Suffice to say, I didn’t have the skills to finish a game when I started it. I thought I did, but that was me being an idiot again. Whenever my someone would ask “what bit of the game are you working on today” they would often get the same response for weeks in row, each time with my face a little more tired. sometimes these would be things that just took a really long time (making menus, tutorial and achievement icon art) or bugs/glitches I couldn’t track down. There was one particular bug with the arcing I spent a lot of time trying to nail, and thought I had it fixed a few times, I’m pretty sure my housemates were sick of me talking about it lol.

ultimately though, after a lot of “naw, I got stuff done yesterday, I can have today off” and “there’s nothing to do until X is complete, but I’ll do X later” I finally managed to become the kind of person who can finish games. basically it comes down to making lists of what has to be done, and doing it no matter what. I’d only take a break if I’d been productive enough to not feel guilty for taking a break, and that got me through the bit that people who haven’t finished a game call the last 10%, and the people who have finished a game call the last 90%.

Finally, something I did with this game that I had never done before, was get serious about testing. I would normally just test a game myself, or give it to a few other people I know are good at finding things I’ve missed and that’s exactly how I did it with swift*Stitch for the majority of development. but I knew this was my first finished commercial release, better safe than sorry and all that. so I ‘finished’ the game, and then put it out for beta testing, just in case I’d missed something.

HOLY FEEDBACK BATMAN.

sooo much feedback, SO MUCH! I was swimming in it, there were a couple of bug reports as expected (yep, that arcing bug came back, much to the amusement of people who frequently asked what I was working on), but mostly the feedback.

at first, I hated it. for a good… five, maybe ten minutes, my thinking was “wtf, it’s not broken, I don’t care” but by the eleventh minute I came to my senses. most of the feedback was super useful, and I made tweaks to the game based on it that made the game so much better. one of the biggest complaints, even amongst early testers was that it was hard to know which direction you would go when you changed, the arrows were too small to see. but someone suggested maybe I have guide lines on all the time, not just when arcing. MY MIND WAS BLOWN. so simple, fixed the problem, looks cool, NEVER EVEN OCCURRED TO ME BEFORE.

and there were a bunch of other teeny tiny things that meant the finished game is so much more polished than back when it was pre-beta and I *thought* it was finished. testing worked wonders for Swift*Stitch.

 

 

and that’s pretty much all I have to say about that right now. the game may have been the wrong choice of project but I had fun, I learnt a lot (especially about finishing games, and self-control) and I’m really happy with the game too. 🙂

 


Swift☆Stitch launches on Friday

Swift*Stitch is getting released on Friday, so that’s nice 🙂

also, everyone who has bought Lottie’s Dungeon before now will get a copy of Swift*Stitch as thanks, check your emails on Thursday/Friday 🙂

I’ll be getting back to work on Lottie fulltime super soon, and I’m hyper-excited about that, here’s some Lottie sketches:

Considering some changes to Lottie's available outfits

 

This is a spider-shark. part spider, part shark. all horror.

 

that’s me done for now, I’m working on some 3D tutorials though so I guess you could maybe exect to see them appear here sometime. if there’s any blender stuff you want covered let me know 🙂


Here's What's Up!

I have a laptop! it’s not the one I wanted, but my stepmum managed to find it cheap, and it works (better than the old one did in fact, but that’s not much of a challenge lol). Covered entirely by the money from kongregate ad revenue.

So, where does that leave my projects, Fell Tracer, Swift*Stitch, Lottie’s Dungeon, Pixexix and Sarah’s Run?

 

Swift*Stitch:

Swift*Stitch is now my number one priority, and what’s more, I’ve submitted it to the IGF! I figured I wouldn’t since I’m unsure how a game like Swift*Stitch would fare in the IGF’s judging process, but I thought if I could sell 10 special edition preorders at $10 each, the entry fee would be covered and I’d have no reason not to submit. so that happened, and I also recorded some video of it, which is new!

I’ll be working towards getting the game ready for beta testing now, but it’s not far off 😀

worth noting, you can already buy the brilliant Swift*Stitch soundtrack here, Aeronic did a brilliant job, better than I could have hoped for, and he deserves some money for his efforts, I’m sure you’ll agree when you listen to it 🙂

 

Fell Tracer

Whilst this game is probably as near to completion as Swift*Stitch, I’m the only person invested in it, nobody has spent time making music for it, and nobody has spent money on pre-orders. I think it’s pretty rad for a small cute thingy, but Swift*Stitch is taking priority over it for now 🙂

that said, I’ll probably continue painting environment screens from time to time, since I do like to paint to unwind, I just won’t be doing it obsessively like before is all 😀

 

Lottie’s Dungeon

this is my number 3 priority at the moment, maybe it should be number 2, but all I’m doing for the time being is occasionally opening it up once or twice a week, looking at a few scripts and thinking how I’ll implement stuff. I know by the logic I used for Fell Tracer, this should be a higher priority, but it will take ages, this list of projects is way too long, I’m finishing games I can finish sooner, Lottie’s Dungeon cannot be finished this year, not the way I want to do it.

as I’ve said on Lottie’s blog, if you’re not cool with how I’m getting on and you have placed a pre-order, send me an email and I’ll refund your purchase, I promise I can understand if you want that 🙂

 

Pixexix

I work on pixexix when I’m making 3D art, it’s only then I can really put it through it’s paces, and know what’s missing and what’s good. so I won’t be working intensively on pixexix until I get back to Lottie’s Dungeon, though sooner or later I’ll probably look into adding .pdf export/import, since that just sounds like a fun exercise! 😀 as it is, I have a couple of pro features implemented but not yet released, I’d like each release to have something in both the free and pro versions, but I may just skip that and add an update that only has bug-fixes for free.

 

Sarah’s Run

this is for after Lottie’s Dungeon, though it’s still not far from my mind. I had a quick playthrough the other day and thought of a ton of things I want to add, and I can’t wait to get back to work on it. if nothing else I’ve gotten WAY better at this game-making stuff since I released the preview, and I want to throw my new skillz at this game! 😀


Fell Tracer

General response to my last blog post was that folk wanted to help out, but couldn’t afford to commission me, so since I’m not keen on taking donations in exchange for nothing, and for a short time I have access to my step-mum’s laptop, I’m making a small game I’m happy to sell.

it’s a small exploration platformer with a few puzzles that I’m calling ‘Fell Tracer’ its all pretty much laid out and coded now, it just needs some sounds and the environments painted. since there are ~120 ‘screens’ to it, painting may take a while, by my predictions it’ll be 2 weeks if I’m on fire right to the end. this is unfortunately longer than I have access to this laptop for, so in the next week or so I’ll probably start selling pre-orders and make a short demo available (probably on kongregate, I do rather like it there).

I’d wanted to avoid this if possible, since I already have another incomplete game available for pre-order, but if I can’t get a new laptop soon I won’t be able to work on either, or Swift*Stitch, which is also not far from completion.

anyway, general breakdown of the game:

  • Exploration platformer (old school screen-by-screen camera)
  • ~120 screens
  • run, jump, grab, crawl + 8 collectable special abilities
  • hold only 3 special abilities at once, plan routes accordingly (navigational puzzles)
  • each screen painted individually
  • fixed up with Unity’s lighting effects so 3D objects sit in screens nicely

I expect I’ll sell the game at around £3, I think that’s very reasonable for what it will be and at that price I need around 400 sales to cover the cost of the laptop.

any thoughts or suggestions? regarding pricing or my plan of attack for getting money together?

 


I need a new laptop, but I need money.

Short Version:

My laptop bust and I need a new one or I can’t make games. Can’t afford a new one so please give me money in exchange for artwork that I’ll make when I get the new laptop. here’s what I have to offer:

  • £100 high res, detailed line art of anything you please.
  • £200 high res, coloured art of anything you please.
  • £300 low poly 3D character or object, your choice again.
  • £1,179 (insta-solve my problem) I make a small game especially for you, of your design. obviously this has limits, something that’s the around level of my prototypes or completed LD games.
if you want to commission me, my email is on this page.
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Long Version:

So my present laptop has served me well over the years, but it’s been on it’s last legs for some time now, and yesterday it finally decided it had done enough. I can now use it to write this, and browse the net, but nothing more. It’s time to let his thing sleep, I need a new laptop.

but, I can’t afford a new laptop.

That’s a serious problem, I can’t afford to pay rent or bills either, and I can only afford to eat for so long, but I was hoping this laptop would last long enough for me to make something that would sell well enough to cover all that. (and it *almost* did, my current project Swift*Stitch is so near beta I can taste it, but alas it still needs a few weeks before it’s ready for release). without a working laptop, I can’t work. I can’t work on any of my projects or stand any chance of landing contract/freelance work, it pretty much leaves me dead in the water.

So I’m writing this. by my calculations, I need £1,779 for a new laptop and windows (for those curious, I am hoping for a macbook pro with a hi-res screen and windows 7 home). And after putting thought to how I could get that money together, here’s what I’ve got:

  • Ad Revenue: As some of you know, I’ve not collected the ad revenue I’ve earned on kongregate. I’m not comfortable profiting directly from adverts, and I said I wouldn’t collect the money unless I needed it. well now I need money, so that’s £600 total to add to my pot. (yep, that means you’ll never hear me say “I managed to get by without accepting ad revenue, therefore you may gloat now :P)
  • My savings: I have none, I’ve £98 in the bank right now, I’d rather not touch this so I can afford to eat for the next few months. I’ve not got anything I can sell to raise money besides my PS3. I don’t expect I’ll get a significant amount for it but if I can’t reach my target through the options listed below, I’ll happily trade it in. playing games is only going to taunt me if I can’t make them.
  • Buy it and pay with instalments: Already applied for this, got rejected. 🙁
  • Asking people for money: This is out of the question to me right now, I got in this mess myself after all, and I’ve relied on the charity and kindness of others just to survive this long without anything really selling anyway. frankly it feels like crap and I’m not going to ask for money unless it’s in exchange for something.
So that takes us to £1,179 needed, and I see 2 ways of getting it:
  • Crowdfunding (kickstarter-type stuff): this is tricky, because I don’t really have anything to offer 100s of people, it’s been suggested I put Lottie’s Dungeon or swift*stitch as a reward for people who fund the game, but I’d rather not. partly because once I’ve got my laptop, I want to be able to sell those to cover all the rent and bills I owe. and also because whilst I am the one making those games, I’m not the only person invested in them, I have musicians who have put a lot of time into making music for those games (and done a great job). They deserve to get paid for their work, and I’m not about to trade the (brilliant) work that they have done for a laptop that they aren’t ever going to use. so if crowdfunding, I’d need something else to offer. (if you can think of something, feel free to make a suggestion, otherwise that leaves:)
  • Commissioned work: Somebody gives me money, and in exchange I make something especially for them. this is my preferred choice, I don’t need to offer stuff to 100s of people, just a handful. it means that handful individually will be handing over more money per person, but I give them something worth much more in return.
here’s how I see the comissioned stuff working in my head:
  • £100 high res, detailed line art of anything you please.
  • £200 high res, coloured art of anything you please.
  • £300 low poly 3D character or object, your choice again.
  • £1,179 (insta-solve my problem) I make a small game especially for you, of your design. obviously this has limits, something that’s the around level of my prototypes or completed LD games.
obviously, since my current laptop is no-use, I’ll need all the money *before* I do any work, this is of course NOT good practice if you are unsure about commissioning stuff online, all I can say is if you are helping me get a laptop, you’re going to get what I owe you. if you are unsure you’ll get what you pay for, I won’t hold it against you for not wanting to hand over some coin 🙂
That’s pretty much all I can say, if you would like to commission something from me, my email is on this page, if you have comments or suggestions how else I might be able to get out of this bind, please do write them below. thanks for reading. 🙂
edit: yep, this laptops wireless is bust now too, so it may take me a while to get round to approving comments and reading emails, the only router cable in this house is absurdly short and I have to stand in the hall to be online :/