Category Archives: indie life

Insane resolutions

I’ve just read the new announcements for the latest Macs. The tech specs are terrifying! but what worried me was the minimum resolution: the 20″ TFT iMac has a minimum resolution of 1680 by 1050 pixels!! and it’s the smallest screen available!

That means only one thing… I’ll have to start making games at 800×600 or even better 1024×768. Since new videocard have more VRAM, I think is safe enough to start making larger resolution games, even if that means longer loading times… but seems that 640×480 isn’t viable anymore. I started Supernova 2 at that resolution but I think is better to change it right now, when I’m still in time without having to rewrite too much code!!! 😐

New server and introducing Tycoon Games!

In past 2 days I upgraded to a new server (again)… actually was like a forced upgrade since my hosting changed datacenter, anyway now I got a even slightly more powerful server so I’m happy. I’m not too happy about the fact that on the new one I have troubles with some php scripts, like the contact form on my main site… so if you had problems, just email me directly (the email is on the same page as contact form anyway!).

I also thought a bit about the future of my games, and decided to start a new site called “Tycoon Games“. Why that decision? For several reason. First of all, originally I made Winter Wolves only with sports / simulation games in mind (UBM, The Goalkeeper, USM1-2). Then I slowly moved to rpg games like Magic Stones, but all are quite “casual” oriented.

Instead I felt the need to create another site, featuring really niche games. Like the upcoming Supernova 2, that will be put on that site (even if I am making it as always, without any external help). And I plan to make more wargames or complex strategy/simulation games.

Another difference is that on that site I’ll sell using as base currency the eur instead of the usd. Before you scream in horror, it’s actually a good news because I’ll keep prices lower, so even people buying in USD will find the games there not more expensive than usual.

That’s all for now – I’m still working on both Supernova 2 and Tower of Destiny, even if during summer I’m a bit less productive… 😉

Truth about piracy: some facts

I’ve decided to write this small post after so many discussions on indiegamer forums. Of course this is just my personal experience, but I think that you shouldn’t underestimate it…

Case Study: my game “The Goalkeeper

The game was released in September 2004, and was doing good. Nothing exceptional, but a solid seller. Then, in summer 2005 I found all those articles about piracy, and at same time I discovered the Armadillo protection system.

I decided to implement it in the game. That way, the only way would be either to post the serial (but at same time the real name of the buyer, which is something nobody should do) or make a crack/keygen. Keygen for Armadillo are almost impossible to make (don’t ask me why, but I never saw one), while cracks surely are possible.

So you might say, the piracy problem wasn’t solved. No, you’re wrong, very wrong.

You can’t defeat people that prefer to download a “RazorNFOCrackedGoalkeeperTrial.exe” and install it in their pc at own risk. No, you can’t. But you think that such people would buy your game? NO.

Instead you can “convert” people that may buy it, but first just to be sure they google for “gamename serial” to see if they can get it free. Doing a copy/paste is quite different from downloading an exe from an unknown site, at risk of destroying your whole HD and sending your financial/CC info to some nice guy that will happily steal all your money… 😀

Result: after august 2005, when I applied Armadillo protection, my sales for that game went up by 35% PERMANENTLY. Not just 1-2 month. AT time of writing, after almost 2 years, the increase in sales is still here.

What is the lesson of this story? Fighting hardcore piracy is futile – fighting “casual” piracy can help your business a lot!
Note: I had tried all the various protection schemes before, like fullversion download. I tried that with UBM. Unfortunately, there were a LOT of people complaining that they couldn’t download the complete version from Plimus, and every time I had to put the game online for them to download. This method clearly doesn’t work well if you sell at least 15 copies a month…Â 🙂 Beside that, was trivial for me to find the fullversion on the various bittorrent or rapidshare sites. So fullversion was causing troubles to legit user, and at same time was offering trivial piracy protection.

I removed Google Adsense and…

…my sales increased! I don’t know if just a pure coincidence since is too early, but I decided that the google ads in my main Winterwolves site were too much, so I decided to remove them completely, for the small sum they were giving me wasn’t really worth it.

Well, last week had a great jump of sales ! indeed, all those ads were competitors ads displayed on my site. Like someone having a shop, with banners all over it “hey why you don’t just go look in that big shop xyz instead?”.

Quite stupid now that I think about it… I don’t think I’ll ever put adsense on my main site again! 🙂

Magic Stones campaign

I have been thinking about a cool addition to implement in my game Magic Stones. A sort of campaign mode, different from the quest. Basically you could select a deck of cards, picking from all the avatars present in the game (not just the 4 elements) and play battles in a map, in the style of Heroes of Might & Magic.

But maybe is better to start a complete new game from scratch. I love the “card” feeling of the game, but I believe that a grid in isometric view would offer even more strategic fun. Someone remembers the game “Age of Wonders” ? that was pretty cool.

Also I definitely want to try to implement internet play on my next rpg/strategy game. I don’t have much free time right now, but I’ve tried to play the latest expansion of Lux, Ancient Empires, and is really cool in multiplayer. Yes, definitely need to add multiplayer mode to my future games!