Category Archives: winter wolves games

news about my games, updates and patches I’m working on, and ideas for new games

Magic Stones 1.1.8 BETA ready to test

Sometime you think a game or an update would be very fast to make and instead takes you twice the time… on the other hand, sometime what you think will take lot of time, gets done much faster. This happened with my latest Magic Stones update, that you can download right now here:
http://www.didone.com/games/MagicStonesTrial.exe (Pc)
http://www.didone.com/games/MagicStonesTrial.zip (Mac)

as always if you already have bought the game, just reinstall and it will keep your current druid progresses. New quest added and 2 new avatars. Remember is a BETA, so there could be still bugs!

Fa cup, coup de la ligue, coup de France…

Arrrghhh why some countries have so many cups!? that’s insane 🙂

Yeah I’m still struggling with the cup fixture generation for USM2, and just found out that some countries have really an insane amount of competition each season. France for example has 2 cups, england one + the Charity Shield (winner of past championship vs winner of past FA Cup), the spanish one has 2 cups as well… hmm ! luckily I can use already the integrated editor to add cups on the fly and so I’m also testing it at same time.

Well my goal for version 1.0 is to release leagues+national cups. I hope also to include international cups like UEFA cup and Champions League, but I’m not sure 100% it will be in initial release, maybe in an update a few weeks later 😉

pay per content

A recent interesting thread on indiegamer forums talks about the possibility to charge customers for extra content for niche games. An example that everyone can see is Oblivion data packs, like the (in)famous horse pack 😉

Lot of people complained about it, not willing to pay even only $5 for such a “little” update. On the other hands Bethesda replied that it was a huge success. Surely we’re talking about commercial games, I know no example of such business startegy in the casual/niche shareware market.

I thought about it just recently, when I decided to add a modular expansion to my game Magic Stones, the “Quest Mode”. Basically each quest added several new neutral enemy avatar and 2 new playable avatar from 2 new magic schools of Life and Spirit. The quest mode is very different from the rest of the game and I think is the most fun part of it.

So, when I added that, I had to decide if to ask a small amount for each pack, or just release them as a “free add-on” to encourage the potential buyer to make the big step and buy the game.

While I don’t actually have any statistical data to support my idea, I can say that giving away free content (and quality content, not just “extra levels” but valuable new game features) had a very pleasant impact both on customers comment and also on reviewers. Was not uncommon to read phrases like “considering that the game gets frequent updates, is really a bargain at this price”.

In any case, I don’t plan to do that very often for future games, because is very time-consuming (every update requires at least 1-2 weeks of work).

first USM2 speed test

I did a speed test with the actual alpha build of USM2 today. It was quite impressive, with my PC configuration of Sempron 3100+, 1,5Gb RAM (video card is ininfluent for this):

  • a database of 250k players, fixtures for 7 leagues (no cups or international competitions yet) gets generated in less than 10 secs (the start new match option)
  • the search player function, with the 250k player db above, takes about 1s to filter the results
  • sorting the search results (which can even be the whole database of 250k players), clicking on the top of the columns takes only 3-4 s!
  • when you click on proceed and go to next match (everything is automatically played now) takes only 1s for the 7 leagues above (average 18 teams each league)

Now need to add the player transfer market… 🙂

future plans

Yes I guess is time to write something even about my games 🙂

What I’m working on now? well if you read my forums you already have an idea… but I want to make a release plan now (that of course won’t be respected! lol):

September 2006 – the most awaited release: USM2 ! version 1.0, without interactive match
October 2006 – if things go well, the new Magic Stones expansion: The haunted mines of Vox

December 2006 – another Magic Stones expansion probably or just major update (Magic Shop etc) and USM2 with interactive match

It may seem very long time to wait, but I assure you that if I manage to keep within those deadlines… I will be very happy about it!