Author Archive for Craig Timpany

23
Jan
12

Analysis of Swift*Stitch pricing experiments

Sophie Houlden ran an interesting experiment with the pricing of her game, Swift*Stitch. Each day for a week she picked a new price for the game. Sometimes her prices were higher, sometimes they were lower, and she would ostensibly decide the new price based on a whim.

Demand Curve

There’s probably a more scientifically rigorous way to map out a demand curve. Sophie’s graphs are in chronological order, and they show an upward trend over time, so I don’t want to draw too much of a conclusion without being able to control for publicity. I’d love to see the graph for conversion rate over price. But it’s still really interesting data. The results from the pay-what-you-want sales tell you what people want to pay, but this tells you what they will pay.

The values are marked with blue markers. The red line is the number of sales you’d need to make a constant amount of revenue (the mean daily revenue for the week). In other words, the red line is what we’d predict if pricing had no effect on your profitability whatsoever.

Here’s a graph of total revenue for each price point, with a log scale for price, because $77 is a huge outlier!

I also did the dweeby thing and tried to fit a price elasticity of demand coefficient to it. If it’s as low as -1.0, (which is total revenue staying the same despite price changes) then video game consumers are as price sensitive as people buying soft drinks. If it’s as low as -1.5, then video game consumers are as price sensitive as people buying air tickets for overseas holidays.

17
Oct
11

Game development in 2021

A sci-fi story

Kelly checks her work items. Uh oh, a client freeze. The KickStarter milestone’s been slipping and the money is starting to run out. Right now, showstoppers are exactly what they don’t need.

Thank god Jack’s the one on the forums trying to pass a vote on paring back the milestone requirements. If he can’t get the ‘No’ vote lower than 43%, refunding that percentage of the users will send them insolvent. It takes preternatural calm to operate at the intersection of community management and project management. Continue reading ‘Game development in 2021′

23
Aug
11

Satellite Launch is now on Kongregate

I’ve made a fresh new version of Satellite Launch and posted it at Kongregate. You can also play it at Mostly Tigerproof.

I’ve been eyeing up Kongregate’s Unity support for a while now, though it’s not much of a business proposition at the moment. Unity games on Kongregate get 40 times fewer hits than Flash games. Still, I figure it’ll be an interesting experiment, and I’ll get to see what their ad rates are like.

I’m mindful that I’m exposing it to a gamer audience instead of a game dev audience, so I’ve made a limited attempt to polish it up, but I’ve hit my self-imposed deadline before I’m truly satisfied with it. In any case, I’ve been operating in a vacuum for too long, and it’s time to get some feedback.

Scoring Overhaul

I ran out of momentum prototyping the concept 2 years ago because I couldn’t see any interesting progression mechanics to pair up with basic challenge of trying to launch as many satellites as possible. That and there was a fairly boring dominant strategy where you can just queue up a lane of satellites in the same inclination.

In the new version, the objective is to link up pairs of ground stations. This provides an incentive to spread your satellites across different inclinations. Also, picking orbits to cover the most stations possible makes the game feel a bit more tactical.

The scoring is now a multiplication of two numbers, so linear improvements in the player’s skill grant quadratic improvements in the player’s score. This is nice because when you’ve been playing something for a while, it’s discouraging when the law of diminishing returns kicks in. I want to compensate for that by spreading out the high end of the score distribution. Yet another little thing I learned from Geometry Wars 2. That game is an education.

Other Changes

  • I fixed some problems with the input that were hampering the player’s ability to place satellites over the ground precisely. Added an orbit prediction line too.
  • UI redesign. All the crappy programmer art has been replaced with programmer art that’s somewhat less crappy. Yaay!
  • The game ends now. It used to just run indefinitely, and save your highscore when you’d achieved a new personal best. This is the part I’m least sure about. You’re allowed only 5 collisions, so there’s a bit more tension. It feels more like Jenga now. That said, if I’d made an Undo function instead of a lives system, it’d be less frustrating.

While I’ve been writing this, the game’s been played more times at Kongregate than in the last year at Mostly Tigerproof. Heh.

06
Jun
11

South Korea Facts

After losing some multiplayer games to South Koreans, I was intrigued by this nation and its remarkable inhabitants. Here’s some interesting trivia I found:

  • In Korea, pedestrian cross lights last 4/60ths of a second.
  • In Korea, the Starcraft universe is popular because it evokes the nation’s bucolic past.
  • In Korea, if you don’t scout the restaurant effectively, other tables may flank you and steal your food.
  • In Korea, reunification could come at any time, so sleeping is subject to heavy fines.
  • In Korea, karaoke is a eugenics issue.
  • In Korea, orphan and cyborg are the same word.
06
Jun
11

An open letter to Hill’s, manufacturers of Science Diet pet food

Dear Sir or Madam,

For many years I have been trying to feed my cats on a diet solely consisting of science. While I had some brief success utilising herpetology specimens, no other science from geology to astronomy sated them. Eventually their piteous mewling sapped my fortitude and I supplemented their diet with food.

Imagine my delight when I discovered your Science Diet. My cats have gone from total disinterest in science to devouring it greedily. I tip my hat to this remarkable breakthrough.

I am greatly interested in your Hairball Control Science Diet. I hope you can answer some of these questions about its efficacy.

  • What is the heaviest hairball I can expect my cats to lift?
  • Will my cats be able to control the hairballs of other cats?
  • Can wigs and toupees be considered hairballs?
  • Does the hairball control effect diminish with distance?
  • Does the cat need to know the location and/or existence of the hairball, in order to control it?
  • Is there a limit on the number of hairballs my cats can control simultaneously, other than the total number of hairballs in the world?
  • If a man were to ingest the Science Diet, would he gain the power of hairball control?

Please reply swiftly, the minds of ordinary men cannot conceive the stakes we are dealing with.

Your benevolent overlord,
Craig Timpany

03
Oct
10

The dangers of paper prototyping

I’ve been an enthusiastic proponent of paper prototyping, but I’m starting to see its limitations.

I’ve been playing The Void by Ice Pick Lodge. Ice Pick Lodge are the closest thing the game industry has to David Lynch. Aesthetically the game is remarkable, but I’m not going to address any of that.

In spite of an exhaustive tutorial, it’s actually even less accessible than their début game, Pathologic. It’s shorter and easier, but the gameplay is more difficult to grasp. I restarted the game four times after screwing the pooch so badly that the game became unwinnable. The game is just so abstract that it takes a while to understand the strategy.

The game establishes a jargon of it’s own from the beginning. Hearts, Colour, Nerva, Lympha are all abstract quantities or containers for abstract quantities. The colours crimson, amber, gold, emerald, azure, violet and silver all have special properties and uses. Before long, you start to feel like you’re playing Settlers of Catan.

If a game design is built wholly on paper, it’ll continue to reflect the limitations of board games even in its final form. The Void has all the hallmarks of being prototyped as a board game, then shoe-horned into a third person adventure game. This isn’t necessarily a bad thing, but it has drawbacks:

  • Board games can get away with game mechanics that are less intuitive than videogames. The fact that the player is carrying out rules manually guarantees that the mechanics will be tactically transparent. A videogame will need lots and lots of cumbersome UI to compensate.
  • When designing a board game, it’s really tempting to leave the theme until later. You’ll tell yourself that if the game mechanics are fun, everything else will fall into place. Usually this results in a game that’s fun, but completely impossible to fit into a theme. A game without a theme is a very dry learning experience.
  • One of the biggest differences between Pathologic and The Void is that Pathologic started with familiar concepts (sickness, medicine, exhaustion, hunger), and then exposed the player to unfamiliar ones. The Void drops the unfamiliar concepts on the player all at once.

  • If you’re designing a real-time game, there will be a distinct seam between the nitty gritty details of your simulated world and the strategy layer. It’s very difficult to integrate the two after designing the pieces in isolation.
  • Board games tend to be a lot shorter than story driven videogames. To progress in The Void, you must plan at least 5 turns ahead. With the minutes-long turns of a board game, this forward planning gives a pleasant level of strategic depth. With the hour-long turns of this action-strategy hybrid, you’ll find yourself taking pages and pages of notes just to make sure you don’t spend something you were intending to save.

The sad thing is that I think the strategy layer would’ve made a fun board game, but it detracts from inhabiting the world and interacting with the characters. There’s no synergy between the two halves of the design.

I don’t know how much the awkward game mechanics are a deliberate part of the game’s message. The resource management aspect seems intended to provide irreversibility, so that the player’s decisions have weight and poignancy. Making these weighty decisions without understanding the consequences is part of the game’s theme. For less ambitious folks like myself, who are only shooting for an enjoyable game, it remains a counter example.

18
Sep
10

Game budgets, a powers of 10 overview

Realtime Worlds’high profile MMO All Points Bulletin was shut down recently, after a mere 80 days in operation. There’s been a lot of disbelief regarding the $100 million of venture capital that Realtime Worlds burned through on their way to bankruptcy. Let’s take a look at that number in the context of game budgets, to get a better idea of what $100 million buys you.

Continue reading ‘Game budgets, a powers of 10 overview’

01
Jul
10

Flick Kick Football is #1 in the UK

Flick Kick Football is #1Some weeks ago I was the code lead working on a little soccer game for iPhone called Flick Kick Football. To my great satisfaction, it’s currently the top selling iPhone application in the UK.

Updated, 17 July 2010:

…Aaand Angry Birds is back on top again. 16 consecutive days in the top spot – we’re pretty happy with that!

05
Feb
10

I made a random number god!

Any Nethack player will tell you that RNG doesn’t stand for Random Number Generator, it stands for Random Number God! The RNG’s divine providence influences every aspect of Nethack.

I’ve built a Random Number God of my own (ably assisted by Jeremy Lai). It procedurally generates levels for Bird Strike, PikPok‘s latest iPhone game. Level generators are close to my heart, so I’m thrilled to have worked on it!

I’m inordinately proud of Bird Strike. It’s not the most high-tech project I’ve ever worked on, and not the most ambitious, but it more than makes up for it with quality. The rest of the team have put together a game that’s pure, fun and charming. I really hope the fans enjoy my contribution to it.

Here’s the iTunes link.

03
Jan
10

Orbital Billiards v0.04

I’ve been tinkering with Orbital Billiards yet again. I’ve tweaked a lot of little things in an attempt to give the UI more precision. It’s an inherently difficult game, so I want to give the player every advantage I can think of.

The changes are:

  • The prediction line now shows the extent of the cue ball, rather than just its centreline. Now it’s much easier to judge the angle of a shot that isn’t straight.
  • The globe surface is now marked with lines that indicate the direction of the nearest hole.
  • Scoring has been revamped to reward runs where several balls of the same colour are sunk. Each colour has a score multiplier which is raised by sinking balls of that colour.
  • The shot power meter has markings that indicate how many degrees around the globe the cue ball will travel before coasting to a stop.
  • The camera FOV is much narrower. This should make it easier to judge angles on the reverse side of the globe.
  • I’ve capped the fullscreen frame rate to 60FPS. This should prevent laptop owners scorching their laps!
  • When you sink a ball, you’ll see it fall to the centre of the globe. It’s cosmetic, but satisfying.
  • I’ve modelled the pockets instead of using a plain sphere with pitch black triggers attached. I’ve violated my design constraint of only using perfect spheres!

Play it on the web here.




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