Shader

Shader is a video game, but it is stuck on one computer forever.

Yesterday I went out and bought a cheap netbook. I’ve downloaded onto the netbook the as3 development environment I use to make games and started writing. I’m going to write Shader entirely on the netbook.

After I finish writing it I’m going to destroy all the usb, bluetooth and internet capability of the netbook and superglue the harddrive in place. Shader will be stuck forever on this little netbook I bought in Buenos Aires.

The game will be about using math and programming to make trippy visuals. It will have levels, a difficulty curve, a friendly UI. It will not have a tutorial. It doesn’t need one because I can explain to you how to play, because unlike most games there will only ever be one copy so I will always be there to show you how to play.

 

I’m not actually totaly sure why I’m doing this. I have a strong urge to do it. Ever since I thought of the idea about a month ago in Panama I’ve been itching to start. Here are some things I like about Shader, although I hesitate to say these are the reasons I’m making Shader. I know I want to make it, and that’s reason enough.

-Shader can never reach a large audience. Games can reach a massive audience, my game Fantastic Contraption was played by tens of millions of people. Because of the possibility of reaching an audience in the millions it is hard to ever be truly satisfied with how many people have played your game. Traditionally the audience’s experience is the entire point of the game but it is impossible for millions of people to play Shader. There is only one frail netbook, and when that’s gone, Shader is gone. This is weirdly freeing. I will never feel the hope, yearning, and stress of releasing Shader. This is also different from simply never releasing the game because merely the fact that you *could* release it will sit in the back of your mind. You will feel cowardly for not seeking an audience. After I sabotage the netbook it will be impossible to release it so there will be no stress.

-I get to see the game’s entire life. Usually the vast majority of a game’s life happens outside its creator’s view. You get to spend the formative years with a game, nurse it to life, help it stand, watch the first few people play it. But then it explodes away from you. All you get is tendrils of people’s reported experience. The game is now it’s own thing and you don’t really know what its life is like. I will get to see the entire life of Shader. I wont sit, staring out the window, wondering what the game’s life is like now. I will know. I will be sitting next to it watching.

-No need to attain standards but my own. Since Shader can’t find an audience there is no reason to consider what anyone else will love or hate about it. I will never nervously click on a review link or get an email about how much someone doesn’t like it.

-No tech support. No Tech Support!

-The feeling of creating one piece of art. I’ve always wondered what it would be like to paint a painting once and have only that. I’m so accustomed to being able to copy infinitely, I want to know what it feels like to have one of something. To sweat and work to create something and only have that. I want to know what a painter feels like when they finish a painting.

-Blurring the line between the game being easily-copied bits or a solid physical thing. In some sense the netbook will *be* Shader and vice-versa. I’ve never made a physical thing of value before. The laptop becomes my canvas and paint, I now have a materials cost like a sculptor or painter. The ease of copying has a vast impact on the perception of games. I can put a game up on a forum and have hundreds of people dismiss it in two minutes, the standard price for two years of my work on the app-store is 3$. I want to see if I, or other people, think about Shader differently.

 

I’m certainly not going to stop making audience-seeking games (I’m working on one of those now as well). Games being easy to copy and share is vastly better than the opposite. But for this one project I kind of want to see what it looks like on the other side of the reflection.

Rebuild 3: Relationships & Kids vs Seasons

I’ve gotten back surveys from most of the Kickstarter backers, and those that I haven’t heard from will be getting a poke today. But I have enough data now to announce the stretch goal vote winner. We were deciding between either adding Relationships & Kids to the game, or Seasons. And the winner is…

Hold on, first let me tell you about the Alpha test that started today.

The first of the zombie Kickstarter backer images.
The first of the zombie Kickstarter backer images.

The Alpha Playtest Begins

Backers of tier $15 and up, plus anyone who has preordered the $25 deluxe version of the game from http://rebuildgame.com have been invited to playtest the first very raw version of Rebuild: Gangs of Deadsville. If you should be one of those people but didn’t get the email, let me know.

It’s an exciting, and terrifying, and sad and joyous occasion for me to finally share this game, which I started just over a year ago when I first set up http://wiki.rebuildgame.com and asked fans for suggestions. Of course none of them said “let us drag survivors’s faces around” or “how about realtime”, which is why I need to test these things first and get some feedback. I’ve been coding the game for six months, which makes it half finished. I hope my alpha testers keep this in mind; things are going to improve with each alpha release!

Featuring zombie-tier Kickstarter backers.
Featuring zombie-tier Kickstarter backers.

Relationships vs Seasons

Okay, now that’s out of the way, let’s get back to the vote. So, I already added Seasons as an update to Rebuild Mobile last year. It’s neat: snow blankets the world in the winter so you can’t farm. Saving up enough supplies to survive until spring is a big deal, and starvation results in some desperate measures. Snow and rain effects. Also, Santa Claus.

On the other hand, I only have a rough idea of what I’d do for relationships. I was playing King of Dragon Pass and there was this string of events about a feud between two families. I loved that it kept coming up, these old enemies causing trouble for eachother. Why shouldn’t Rebuild have enemies, people who are made miserable if forced to work together, who drive the fort apart with their disagreements until a trained Leader can reconcile them. And the opposite: friends who get a boost from being together on missions; brothers who show up side by side and stick together until a tragedy forces them apart. Lots of opportunities for events with tough choices and ways to make the characters feel deeper.

Then the children. After seeing The Road, I thought Rebuild’s lack of kids was pretty conspicuous. Sure they’re mostly useless, they’re always needing protection and rescuing, but they’re such a necessary part of any story about the fall or rebirth of civilization. Kids are what it’s all about… and this from a 34 year old who doesn’t want any of her own. I don’t think you’d see kids on the map, but they’d appear in the scrolling lists so you could check their progress. Maybe I’d find a way for you to watch them grow up and become useful members of society… or maybe they’d be more like pets, just making people happy they’re around. Either way, another good opportunity to generate events that make you care about the lives of the people in your fort.

I honestly couldn’t choose between the two myself, so I made backers decide. And they voted for…

Oh wait I have more pictures to show you first.

Is that... a boomerang?
Is that… a boomerang?
This is how I feel about malls, too.
This is how I feel about malls, too.

I’m not sure which one’s my favorite, but the boomerang in the neck is a forerunner. More coming soon!

The vote, for reals this time

I was going to tease you one more time by talking about the t-shirts, but nah, let’s get on with the show. Winning the stretch goal vote by 998 votes to 720, backers chose….

*** Relationships & Children! ***

I was a bit surprised after the fuss made about it before, but the people have spoken and the majority rules. People want to see friends, feuds, and little ankle biters being terrorized by the undead. Hopefully in good taste.

Cheers everyone and see you on the forums!

Rebuild 3: T-shirts

I’m making t-shirts for the Rebuild: Gangs of Deadsville Kickstarter. Backers who pledged at the $75 level and up will get to vote on one of these five rather nifty shirt designs by Adam Meyer.

Colin and I may be showing at the PAX East Indie Megabooth next April, so whichever shirt we decide on, I’m ordering extra. If not a $75 backer but you’re dying to get one of these shirts, let me know in the comments and I may set up a store to sell them if there’s enough interest.

Shirt #1 - Rebuild Logo
Shirt #1 – Rebuild Logo
Shirt #2 - Joe's Tavern logo (yes I know Tavaren is misspelled, will fix)
Shirt #2 – Joe’s Tavern logo (yes I know Tavaren is misspelled, will fix)
Shirt #3 - The Chosen Ones
Shirt #3 – The Chosen Ones
Shirt #4 - Skyline with Zed
Shirt #4 – Skyline with Zed
Shirt #5 - Logo on white
Shirt #5 – Logo on white

Rebuild 3: Kickstarter postmortem

Rebuild: Gangs of Deadsville was just successfully funded on Kickstarter, raising $41k from 2200 backers. Breakdown from Kicktraq:

Rebuild stats from Kicktraq

Like most campaigns seem to go, it started strong, then totally lost momentum, then suddenly leapt forward at the end of the run. Looking at my referrals (full breakdown here), I’m guessing this is in large part because Kickstarter was featuring it at those times. A whopping 53% of my pledges came from people who were browsing Kickstarter when my campaign caught their eye.

It was a success, in that it surpassed my $25k goal, introduced new players to the game, and raised an average $19 per backer. To be honest I was hoping more existing Rebuild players would take an interest, but due to a marketing snafu it’s possible they didn’t even know it was going on. Either way, I knew it’d be a challenge to convince free Flash and $2.99 mobile players to back a PC downloadable game for $10 (no iOS version in the rewards either).

The campaign didn’t come close to actually funding the game in it’s entirety, which would have required more like $150k with my time at cut rate. But I was upfront in saying I didn’t need to fund the entire game, that this money would go towards extra art and extra content and stretch goals. Of which we made a couple, but I’m somewhat relieved that we didn’t make the voice acting stretch goal.

Rebuild backer numbers from Kicktraq

My advice for anyone else doing a video game Kickstarter campaign:

Read Lobster’s guide to Kickstarter from start to finish.

Don’t use IndieGogo. I really hate Kickstarter for being so revoltingly US-centric and I know it’s not easy to make or fake a US company (or UK, or Canadian which is what I am). But if the referral numbers are truth, then over half my pledge money came from Kickstarter regulars who bumped into my game on there, mostly while browsing in the video games section. I shouldn’t be surprised; I do it myself. IndieGogo and other crowdfunding sites sadly have much smaller communities.

Make your video pure gameplay footage set to music. Recent uber-successful campaigns have done this, implying that people are more interested in the game than the story or people behind it. Filming yourself is way too much trouble, especially if you freeze up in front of a camera like me. But Colin was a very patient director and we eventually did get through my lines after 5 mornings of filming. We thought my story of being a (mostly) lone female dev living in the jungle in Panama might catch some attention, but backers seemed to be more excited by the gameplay.

Don’t bother with physical goods at all. Other devs report they are too much trouble and talked me out of doing a board game as a reward (I know: awwwww). Despite an early poll that showed my fans had no interest in t-shirts or stickers, I did them anyway because dammit I like those things. It was only possible because I found a company (Teelaunch) that would produce and ship them for me.

Put people into your game at all levels. Stick their names in the credits ($1), on randomly generated characters in the game ($25), draw stylized versions of their faces for random characters ($100), or make them full named npcs with stories and events in the game ($500). Offering these rewards was one of the reasons I wanted to do a Kickstarter campaign in the first place.

Offer exclusive in-game content. I felt torn about my $20 reward tier which gave players unique starting stats for their main leader. On one hand, it smelled like DLC to me to write content for the game but withhold it from regular players. On the other hand, backers were genuinely excited about it and it cost me little to do.

Plan something to talk about. I listed the npc gangs, announced the soundtrack, talked about the art and my travel/work lifestyle… but then it devolved into short notices about milestones peppered with gratuitous character sketches from Sara. I wish I’d prepared more in-depth articles about game features since backers did (surprisingly) seem to read and enjoy them.

Add rewards in the middle of the campaign. My theory: once backers have read a few updates and are getting excited about the project, they’re looking for a reason to increase their pledge. I did additive “everything above, plus” reward tiers so when I added the soundtrack at the $35 level, all the higher tiers included it too.

Invite backers to vote on something. I had some controversy when I added the Relationships & Kids stretch goal. I didn’t explain it very well, I think I made it sound like playing house in The Sims. Anyway it got backers talking which seemed like a good thing even though they were angry, so I told them they would instead vote between that and the Seasons stretch goal. Half the comments in my whole campaign probably related to this.

If you don’t need the money, don’t worry about the money. Unlike many projects, I had other options for funding. I used the campaign as a promotional tool and to gauge interest so I wouldn’t kill myself making the game perfect if nobody wanted it. I chose a relatively low goal ($25k) and reached it in the initial rush. I did promotional stuff for 2 hours every morning plus one full day a week, but didn’t feel the incredible stress that most teams seem to. It may not have been a huge financial success, but I did raise awareness for Rebuild and started a sense of community that I hope to carry over into the alpha & beta test.

rebuild3_ksthanks

Rebuild 3: Only 2 days to go and new $40k stretch goal added!

The Rebuild: Gangs of Deadsville Kickstarter campaign made its first stretch goal with no time to lose! I’ll be adding 3 extra faction, including the 1337cREw gamer faction who were so busy having a weekend lan party (do people still have those?) that they didn’t even notice zombies filling the streets outside. Here’s Dara, their leader:

dara2_550

And here’s Madison, a bit of a rebellious youth who joins The Pharmacists. Not for the drugs, not for the protection, but because he likes their style:

rebuild3_madison_550

Now there’s only 48-ish hours to go, but in a fit of crazed optimism I’ve added another $40k stretch goal: Relationships & Kids. Somewhere in all this killing-the-zombies, saving-humanity, rebuilding-civilization, people surely must be getting on with the daily friendships, feuds and flings that make life worth living.

The basics are: the more time two survivors spend together, the more they’ll like one another. If something bad happens to a person (for example, they’re ripped to shreds by ravenous undead), their friends will be sad. If one of them is happy, they’ll give a happiness boost to their buds. And if two people really, really like eachother, and happen to be opposite genders, perhaps like magic a baby will appear!

Kids will stay safe in the fort of course, we’re not going to send them out to crawl into those tight little spaces and scavenge everything their tiny fingers can grab until they’re at least 14. Maybe 13. It’s a tough world out there.

Okay, on a less depressing note – here’s a sneak peak at one of Sara’s zombies, who she calls Cutter. I think he must have gotten into a face-biting match at some point, but I can’t quite tell if he lost or won.

rebuild3_cutter_550