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  Another fine port! 11:37 PM -- Tue July 6, 2010  

Hey, it's time for Two Roads! You probably played it before when it was not a flash game, but now you can play it again! And who wouldn't want to do that?

Yeah, it's not the most exciting game, but I started the port this morning, played WoW, took a nap, did the dishes, went for a walk, and still released it by sundown. Real easy project.

Don't worry, I'm not just doing ports! But they make for easy projects and a great way to get stuff out that may not be news to you, but it sure is to non-Hamumians. For new games, at the very least, Robot Wants Fishy is coming soon! It's long past done, I just have business reasons I can't put it out yet. Aside from that, I will be very busy for the next week, and somewhat off the grid (hopefully not too much), and then back to business after that. I really want to port Medusa's Lament sometime soon, because when I made it, I was basically creating a Flash game, just without knowing how to do Flash, so I had to write it in C. I look forward to returning Medusa to her native land.
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  Shipwright=Starboard 05:28 PM -- Mon July 5, 2010  

Let's engage in a thought exercise:

You are a ship builder. It takes you a year to build a ship, and when it's done, you sell it to somebody for $10,000. Nice money for one sale! On the other hand, that's a year of your life, and you only made $10,000 total. That doesn't even cover the rent on your shipbuilding dock for the year! If you continue this way, you'll lose the dock, and obviously no longer be able to make ships at all. On the plus side, Shipwright Weekly speaks quite highly of your ships, so hey, you got that going for you.

Then one day, an eccentric rich man comes to you, rutabaga in hand, and says "You make excellent ships! But I like rowboats! Now a rowboat is much smaller than a ship, so I cannot pay you the same as you get for a ship! However, being eccentric and mentally off, I think $9,000 is a fair price for a rowboat, because I somehow see that as lots less than $10,000! Will you make me rowboats? I am a rich man with many bags of money, so I sink them routinely, and will want many."

A rowboat takes you a couple of weeks to make. Should you make the $9,000 rowboats every couple of weeks, or continue making the $10,000 ships each year?

I present this exercise, surprisingly enough, as an analogue to my own situation. My situation, in fact, is really nuts. I don't want to go over every detail of my personal life, but let's genericize it a bit and hopefully explain some things.

Step 1: Let's say there's a value N, which is how much money I make from a big epic Hamumu game like Loonyland, over its entire lifespan. Keep that number in mind, imagine it to be whatever you want, though you can figure out its general range pretty quickly with the following discussion.

* It takes a minimum of a year to make something like Loonyland or others. That's very conservative and 1.5 years is more realistic. So if I make one of those games, I spend a minimum of a year getting $N.

* My mortgage plus property tax for a year is about 9/10 of $N. That's just mortgage and property tax. No utilities, no internet, no food, no car registration, gas, car insurance, health insurance, clothing, haircuts, replacing things that break, repairing household problems, or fun of any kind. Obviously, with all that stuff attached, we're far beyond $N (more like $N*3 or more).

* My first tentative attempts at getting flash games sponsored (which other indies found very unimpressive - they thought I could've gotten a lot more) have earned me about $N/2 per game, between the actual sponsor money, prizes on Kongregate, ad money, and side jobs like implementing some site's trophy system into the game for a little fee.

* The games in question took about 3-4 weeks to develop, including all testing and polish. They also have led into bigger opportunities where I can make even larger amounts for doing even less work.

* That makes (without the extra opportunities, or doing better at getting sponsors or ever having some big breakout hit), 6.5*$N per year.

* In addition to that, I get flash sponsor money without having to do marketing. If all I did was crank out big games, and somehow that was enough to pay my expenses instead of 1/3 of enough, I wouldn't have any money to market them, and I'd be... well, right where I am, with a teeny but strong fanbase and nobody else on earth who even knows I exist! So, $N or 6.5*$N per year? My expenses are $3*N. What would you do? But there's more.

* Making an epic year-long (plus) game is exhausting, boring, and agonizing. It has fun parts, totally, and especially the end result is a blast for me. But it is a slog. Mentally ruinous. If I were in your position, I too would be hoping for new Loonyland games. But hoping for something because you want to play it is not at all the same thing as it being a remotely good idea for the developer to be doing.

* Making a little flash game is ultra super duper pooper scooper fun!!! I get to jump in and try out some specific crazy idea and see how it goes, and then move on. If I am into it, I can expand it with sequels or more levels or features. If it works decently but doesn't move me, that's okay, because I'm done and can go do something else! If it doesn't work at all and it's a horrible idea, no problem! A couple days wasted before I find that out, at most. I'm rediscovering the joy of making games and getting excited about coming in to work each day, instead of trying to hide in an alternate World.

* My wife used to make the money for us by teaching (for the record, Hamumu has never made enough for what a normal person would call "a living", though it has been my living for 12 years - good thing I had her help most of that time!), but in the past couple of years, she quit her job and started up her own tutoring business. She's indie like me! But as she builds up her business from scratch, she is currently making even less money than I was pre-flash-games, instead of quadruple what I made.

* My dog has cancer, so far having cost me 1.5*$N. Between that and our car that finally died for good and had to be replaced, I currently sit at absolutely the most broke I've ever been in my life, and yet making the most money I've ever made in my life. Interesting combination. And very lucky that I found this way to make money just in time. I'm really hoping that I can keep it coming in fast enough to get through these huge expenses, and maybe, just maybe, come out the other side still making good enough money that we can actually live comfortably instead of scraping by!

* On the flipside, I hate that this flash game stuff is so UN-indie. I have always been so glad that I don't rely on anything else, it's just me direct to consumers. Of course, on the other hand, I really like that thanks to sponsor money, I can now make money from my games without charging my players a cent! I get to make a living, you get to play games for free. That's a deal! But I do hate having to rely on external companies to make that happen, and make changes that they want instead of making my own decisions from start to finish. And because it relies on other people, it could vanish anytime. Honestly, the games business is a terrible one, on an endless boom and bust cycle. Currently we're in the midst of a price-war crash. Lots of big names are gonna die. But Hamumu ain't going anywhere. Making games is what I do. I'm just really hoping to not ever have to supplement it with a real job. I don't work well with others.

So there won't be some big 3D game surprising you out of the blue this year, and I'm writing this so you'll stop saying there should be. There can't be, if I want to live in a house. There probably won't be one next year either, or the year after. Whenever it does come, it won't be a surprise, because I'll have talked for months and months about developing it! What there will be is dozens and dozens of flash games, that I will personally find very amusing (Have you seen bonus battle #5? I thought not!). And until I can get out of this hole and up to the tiniest bit of fiscal comfort, I won't be doing anything else.

I know there's this total misconception out there that the big games are this huge pile of money. I've seen people say things that translated to "If he'd just release one big game instead of making a bunch of little ones, he'd make so much more money!" I hope the information above proves that utterly false to you. I make more money from 2 little flash games than I do from one multi-year epic. Making big games is a terrible way to make money. I did it because it was in my nature and I liked what I was making, not because it was the best way to make a living (I wouldn't be an indie developer if I was seeking that!).

Someone was jokingly suggesting I punch in big games into my project-selection formula, so just for fun I did. Setting the interest to 10/10 (not true, but just to be nice), and everything else to realistic values, my sample game (Kid Mystic 2) came out with a score of 0.04. The lowest previous score on the list was 0.52. The average score? 108.51. So, I could punch them in, but it wouldn't have much effect!

So... does all that make sense to you (the 3 people who read this whole thing)? It's not what the Lunatic-obsessives want to hear, but it's what I've been trying to tell them for years. Hopefully this is straightforward and detailed enough to lay it out for you. It doesn't matter how many times you say it, it's a terrible idea in every way for me to focus my energy on unprofitable exhausting labor instead of highly profitable fun messing around.

P.S... As I was writing this, I discovered Sol Hunt was writing something almost the opposite on the forum! Well, it's not opposite, but this post seems to be all about making money while she was saying I don't do it for the money! Well, she's right. As I said above, I wouldn't make indie games if I was trying to make good money. When I speak about making money in this journal entry, I hope it's clear that I'm trying to make enough to live, not that I'm grubbing around for the maximum cash I can. Sure would be nice to be comfortable enough to buy video games every so often once again, though.
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  It's a broken world! 08:25 PM -- Sun July 4, 2010  

Wow, I just discovered something horrible today... the Contact Us page silently didn't send mails to me. I don't know when that started, but I'm kind of afraid it might go all the way back to the release of Clubhouse! I was just thinking "haven't seen a lot of Note From The Website lately..." (that's what the emails it sends me are titled), which combined with someone's complaint about an email not getting to me, made me check it out. Yowza. Fixed now.

On top of that, Hamchat is full of problems. It's had problems from the beginning, but they weren't preventing it from functioning (to a degree). Now, however, if you've upgraded to the latest version of Flash, you'll find that it logs you out every 10 seconds if nobody says anything (works okay for people who haven't upgraded). So yeah, that needs really major work. I don't actually know when I'm gonna have time to invest that work, but it's getting more urgent all the time as it falls apart bit by bit. I really want to give it a solid overhaul, but I definitely have no time for that, at least at the moment.

Ahhhh... clearly the Contact page works now, since I just got some spam through it while I was typing this. Oh, how I've missed that.

Happy 4th of July, Americans! Enjoy some fireworks over a still pond.
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  an entry falls on a still journal. 07:26 PM -- Sat July 3, 2010  

Click this: a leaf falls on a still pond.

It's art! What's not to like? Yeah, you've played it before if you've been around a while, but I really recommend you play it now... and play hard, because there are a lot of very interesting things to find in this new version!

I created this big spreadsheet of all the flash games I intend to make one day, or at least potentially consider. Then I went through and gave them extremely subjective scores in Time To Develop, Difficulty, Profitability, Interest (mine), and Issues (factors other than me that prevent it from getting done, like needing 3DS Max or external art). Then the best part: I rigged it up to calculate a score for each game by combining those numbers! Man, I love meaningless math! I believe the calculation was (100*Interest*Profitability)/(Time*Difficulty*Issues). It ended up with games ranging in score from 1000 points to 0.52. Quite a spread.

I'm not going to just go down the list and do them, but it's a good list to have handy to keep in mind when I'm figuring out what to work on. I ran into a roadblock working on IDIOT because I have to wait on external input, so I figured why not throw down this 1000-pointer you see above? It scored so high because it be quick. Started on Wednesday.

The next highest score is only 300 points, and it's an even quicker project. I just happen to expect it to be even less profitable than this one and it interests me much less, hence the much lower score. I was pretty excited about redoing Still Pond, I've always appreciated its deep and powerful message. Because that next project is so quick, I probably will start on it tomorrow or Monday. It is also a port. Feel free to guess what it is! With any luck, you'll find out next week! I can't imagine how to add much to it for various reasons, so it won't be nearly as enhanced as Still Pond is.
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  Words Getting Dumber 11:17 AM -- Mon June 28, 2010  

I just did something! I did! I did! With luck, you won't be able to tell that I did anything, but more likely, you will discover at midnight tonight that I foolishly messed with Dumbwords without testing it right, and now it'll be ruined tomorrow. What I did was to create a list of questions for it (I have been keeping a list of them for the last... 235 days), and now instead of it having a short little list that I have to manually add onto all the time, it is grabbing a random question from this list each day. It won't repeat any until it uses them all up, so hopefully there are enough there to keep it from seeming repetitive. Ideally, I'll add more to it over time so it doesn't get stale, but it's big enough now that hopefully people won't notice any repetition. In fact, I kind of doubt it'll have any more repetition this way than before, because I often come up with stuff that sounds new and exciting and then I realize I used it before. I figure as long as it's not in the history drop-down list in my browser, it's old enough! Which is exactly how I made this list, when I first started it.

So fingers crossed that you will notice nothing strange about Dumbwords. And that I will no longer have to deal with it bugging me about a low number of questions.

Aside from that, I've been told there shall be Fishy music today (more finger crossing), and IDIOT is moving along, as witnessed below:
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  Idiot Pirates 12:24 PM -- Tue June 22, 2010  

I'm still waiting for music on Robot Wants Fishy, and I'm filling the time with working on the pirate game. It's taking a bit of a turn, because I knew it needed something to add interest, so the first thing I thought of is just what I need to be interested in anything: leveling up! And by "interested in anything", I mean I really don't care what the gameplay is. If it leads to leveling up (with choices of skill points, not just automatic upgrades), I'm playing it. Level me up in Tic-Tac-Toe. But anyway, I was struggling with that concept and I guess it goes something like this:

The game is now vaguely a rogue-like. You adventure from one island to the next, and you encounter items and monsters randomly. The selection is very unlike your typical roguelike, and you have no normal inventory, so it's more like powerups. The things you've already seen are the bulk of it: planks, hearts, shovels, treasure, x2 multiplier. Of course each island is more dangerous than the last, and you will eventually fail (especially since your life drains over time), thus working toward a high score. There will be levels of interest, like Cannon Cove and Monkey Marina, which is slightly inspired by Scarecrow: Heart of Straw. Those will either be at set points, or just come up randomly. I suppose random is always better if it's a roguelike!

Because I wanted a choice of some skills when you leveled, I ran into a control conundrum. There could be a simple "arrow key to cycle through upgrades" situation, but I didn't like it, and I batted some stuff around and was unproductive until I finally just decided to go all out and make it mouse-controlled. So now it's also Crimsonland(etc.)-inspired. You move with arrows and aim with the mouse. That obviously opens up mouse control for clicking on the upgrade you want when you level up, and it also greatly expands the possibilities for leveling up... now I can add powers that you can click on when you want to use them! I haven't actually decided to make any, but it's opened up a basically infinite design space if I want it. It feels a lot more free to me, and I always enjoy aiming with the mouse.

First things first though: I have to get the basic gameplay working! I've also ported this game over to Flashpunk (and then re-ported when Flashpunk released a completely different new version a day later) from Flixel, because Flashpunk suits my style much better. It's getting confusing working with both in different games, but eventually I think I will be moved over completely. Daibaka is definitely going to be a lot easier to deal with in Flashpunk after a very painful porting process. I really felt like I was hacking Flixel to bits just making basic concepts like bullets come out the way I wanted in that game.
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  Robot Wants Stuff 11:43 AM -- Fri June 18, 2010  

Robot Wants Fishy is done! Well, I'm waiting for music, but my work and even testing is done. I can't release it, in part due to the music thing, but also because I have some business stuff I need to do with it. But now feeling so free and easy for a couple of weeks, it's time to get back to work on Infinite Deadly Islands of Terror! If I can remember how that works.

Remember, I am Riding The Wave. As opportunities pop up - and they sure do - I keep getting forcibly sidetracked into things I have to do. But I surely do enjoy these little projects! And they mean I can make games that are free for the players, but I still make money. Really good deal, especially considering that when I do charge for stuff, people just steal it anyway, and I don't have a big enough audience to make a living from the people who do buy it.

Robot Wants News: Robot Wants Ice Cream is next, but I may turn out to not have to make it. It's a nice end to the quadrilogy though, what with a very deep and moving story. I enjoy doing this series, and I really could do 20 more and have fun the whole way (and so many more upgrades Robot could find! He still hasn't gotten a grappling hook!), but it'll be good to move on to different characters. I made Robot Wants Fishy for some fairly complicated reasons, but basically the gist of it is that I made two versions of it - Fishy, and another one skinned with a certain website's characters to put up on their site (the fact that they wanted a skinned version is the whole reason I made the game). Making their character, which is an animated humanoid instead of a wheeled robot, got me realizing how fun it would be to finally be playing something other than a wheeled robot! So I look forward to that. And with all the trailers and news coming from E3, I got a bunch of ideas for things I want to rip off!
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  Willfully Obtuse 10:49 PM -- Fri June 4, 2010  


I feel dirty giving away shots of bosses so often, but it seems like most of this game is bosses! Billions and billions! And look, there's a boss life meter now! It adds such panache to the proceedings. Fingers are crossed to be code-complete by Monday (but not sound-complete by any means, or bugless-complete). Well, gameplay code. Menus and such come during testing.

Also seems like I ought to have done a newsletter by now... or last month, or possibly the month before. I should do it. I can find the time (it might be buried under WoW perchance), but yes, I would like to throw out the classic busy excuse for whatever that's worth. There is very urgent need to complete this game immediately.
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  NO CAN HAS! 07:36 PM -- Fri May 28, 2010  


This is the first boss in RWG. All done and functional! He's nothing terribly exciting, but I am hoping for many bosses this time around. Two have been drawn, but drawing large (anything but nonteensy, actually) pixel art is a lot of work and I'm not artistic enough to pull it off, especially quickly. Consider his awkwardness part of the charm. The map in this game is split into six areas, hopefully with some semi-notable theming to each, so you don't get too lost. The first segment is done now, in a basic sense. I hope to make this one much less linear than the last, and part of building a good speedrun will be figuring out the best order to do things in, and just what you should skip. It also has some more unique and interesting abilities very new to Robot.
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  The Curse Of The Badge 06:14 PM -- Fri May 21, 2010  

I am really mixed on getting badges added to my game on Kongregate! By the way, there's a "Kongai Card Challenge" on it now, which is an extra special big deal.

I noticed again with Robot Wants Puppy as I did with Robot Wants Kitty that getting badges added resulted in a massive drop in my rating. For the first 100,000 plays it settled a bit, definitely drifted down a little, and then was steady for days, around 4.15. It is no longer in the fours, and it got there literally overnight (without a whole lot more plays!).

The badges are a curse! I know I'll make a lot more ad money this way, so that's good. I just hope it makes up for the decrease in prize money. The tenor of the comments changed completely too (could just be imagination, of course). It seemed to go from hugely positive with the occasional complaint to a massive screaming hatefest that I have NO interest in reading anymore. Interestingly, before the badges, negative comments were almost universally downrated, and now they are almost universally uprated. I don't think either one is really the right use of the comment rating system, but nonetheless, it says something about the crowd visiting the page.

My only theory is that the kind of people who want to get the badges are not the kind of people who are playing the game because it appeals to them, so they're gonna rip on it. Before badges, people chose the game because it looked interesting from the screenshot. After badges, people are choosing it because they "have to" earn the badges, so they're suffering through it, but not suffering gladly.

And that said, I'm not saying I don't want badges in the future! It's probably worth the abuse to get the ad money and more hits on my website. And I appreciate the time and work the badge guy puts into doing them (he actually plays through the whole game! Imagine the horror!). I just wish the human race wasn't a wretched hive of scum and villainy and ugly bags of mostly water. But I'm always wishing that.

For the record, I think this might be the best game I've ever made. I've played it through many times, and I always enjoy the thrill of tossing a cat on an alien's head! I know something like Supreme has vastly more to it, and if I could only play one, I would pick Supreme, but in terms of quality of development, polish, fun factor, style, and innovation, as opposed to raw content, Robot Wants Puppy is something I'm very proud of. Naysayers are welcome to not like it, that's fine too. It's not the existence of haters, it's the massive influx of them the second badges were added that is my concern here. And by "concern" I mean "whine", because there's nothing broken or wrong about it, it's just a sad fact.

In Robot Wants Goldfish, Robot will throw bombs.
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