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Documental

So, I talked about Nintendo in a documentary. It was a lot of fun, fun is an important word…because I used the word “cool” where I should have used the word “fun”….the documentary starts with me saying something along the lines of “Nintendo Changed the videogame industry, because they made games cool” I think I meant fun….Later in the documentary I even say that mario isnt cool, unlike Sonic…so I contradict myself pretty effectively in the brief period that I feature.

It could be a lot worse, in fact, it isnt all that bad. But, I can’t shake that feeling of impostor syndrome…why am I the one talking about Nintendo? I guess I made some games on their platform (well a lot of games), but I still feel ill equipped to say too much. Still, hopefully what I said is interesting, watching it back there were a couple of weird moments where I thought “oh yeah, thats true…I never though of it quite like that” even though I was watching myself speak….yes…that sounds like I have some kind of mental disorder….perhaps I do?

For the time being, you can watch the documentary here:

https://t.co/9t6a2xguDw

 

Look at my face…I look old and stuff:

jamesontv

Webcam Get!

So, I am live streaming a lot of garbage on twitch. Essentially the idea that my screen is recorded on the internet for anyone to see probably makes me work a bit harder.

I am really not sure how long I can do it…It seems like a very boring thing for anyone to watch – and tomorrow, will I really have it running when everyone else is at work? Too weird…I guess the hope is that its just a way of proving to the world that we are doing stuff…we aren’t hiding under a rock, code is getting written every day!

You can always appear and hassle me, and say “James, fix that bug in the last vikings” or whatever.

On top of that now I have the essentials needed for a very low quality stream, I can make youtube videos a lot easier….here is the first.

Somewhat shockingly, I can see that I first posted a screenshot of this game on October 10, 2015! wow….the game has taken over a year…but I really havent been working on it for over a year…

Before the end of the year, I hope to do a 48 hour twitch stream of a new game called GORSD, its a multiplayer only arcade game, I am just making it because it wounds super cool fun in my mind, so keep an eye out for that. The usual twitch stream is just plain rubbish, so if I were you, I wouldn’t watch it. You can however add it to your list of blocked/blacklisted web addresses by using this: https://www.twitch.tv/springloadedsoftware

Hopefully this is the start of being more approachable, and sharing what we are doing with the people who care.

Blogs and Vlogs, and new games!

So, I have been thinking about trying to make a Vlog or two, and seeing how that goes. Funny thing is they probably take longer to make than writing a post for wordpress! but I think as a medium, video is way cooler, I get to directly talk at people, and show our games in action!

Expect something over the next couple of weeks. For now, this stream is like a vlog, but a it’s a particularly good vlog, because I didn’t make it.

I went to the Philippines recently for ESGS, and decided to show two new games for the first time publicly. so here they are in action for the first time ever! The two guys interviewing me were super pro, and partially inspired me to get to making videos of my own. If I can just stop making games for long enough to do the editing!

Rollercoaster

Well it’s been a crazy couple of days!

1 – Campaign clicker Steam:

The imminent end of the USA elections meant we really needed to launch Campaign Clicker on steam….so late on Wednesday night, we finally had it uploaded and ready to launch.

Launching a game is always quite a bit of craziness, so it’s good to do it during a quiet period….this is not a quiet period!

Anyway, when I woke up in the morning I was hit with a mostly negative reviews rating, and a reasonable volume of complaining…I went to work and saw everyone’s sad faces. I think releasing a free to play game with in app purchases on steam is a fairly risky thing to do. Not only to the some of the more vocal steam users really hate F2P/IAP, they also have some pride over their platform, and so feel personal offended when we tarnish it with a game that doesn’t sit alongside the latest block buster or indie hit.

We had bets in the office of how many people would download the game in the first 7 days, and that ranged from 1 – 15K…

It’s heart breaking, we knew this was a risk, but that feeling that you made the wrong choice and crushed everyone’s morale is a little disheartening.

I was in the middle of fixing a pile of issues for the game when I got a call reminding me that I had a corporate lunch with some game developers and government folks that I had totally forgotten about. So I left and ran there while still feeling a bit dejected.

2 – Upwards

At lunch we talked about games, and just as I started to leave I glanced at my phone….and GASP!! My friend had sent a message telling me that we had a “what we are playing” front page feature on the iOS appstore for the last Vikings (USA App Store!)…suddenly my day was feeling a lot better, I stepped out of the lunch, and glanced again at my phone to see that the steam reviews had been bumped up to a “mixed”…so yeah everything is good!

3 – Further upwards

I got back to the office and finished up the update, which Jeff / Cindy / Shuyun all helped out on and got uploaded. My excitement for the last Vikings could barely be contained, because I also had a message mentioning that we were destined for a global feature this week….So yes more epic than I could take!

4 – Weirder upwards

After spending a lot more time fixing campaign clicker steam bugs and dealing with the slowly de-toxifying community, I woke up to find a potential offer for my band to release a new record! Yes a new album of punk rock after not having made one in 5 years….while it’s super awesome to be making games, I also really love making loud music. And knowing someone out there likes that loud music enough to want to release some of it made everything even more exciting!

5 – And back down…

So on Monday I have to send a demo to Nintendo of our latest game….being frank it’s not in a good place, I spent the whole day trying to get something working and failed quite spectacularly. Now there are only 2 days left, and its making me feel sad! Balancing that with Campaign Clicker, and the Last Vikings is proving tricky! But wow….from an early hours of Thursday morning steam launch to Friday, that was a pretty exciting bunch of events!

Anyway, if you are going to be in Manilla at the end of this month we will be showing Netherrealms (a game for Nintendo/mobile/steam), and our fishing game, this will be the first time either of these games have been shown….and being frank they probably arent ready! so….the stress train will keep on rolling for a little while!

OC-DC

Let’s write about music. With the forthcoming trip across the globe to my home country of the Un-United States of England I am super ecstatic to be picking up a guitar and entering a swearathon all in the name of rock n roll.

So I wanted to press a new record but I simply haven’t had the time, life is all about priorities, and mine are all fucked up. Well not exactly, but you know how this stuff is, I think that always having ideas for new games and things to create just gets a bit tiring after a while, because it’s an eternity of frustration. You want to do a million things, but you will be dead long before you can do even 2% of them. So balancing life becomes tricky, which is why playing music again is so damned exciting.

When I was in the UK, I could not imagine a week or two going by without playing some very loud music and screaming my lungs out, these days years can go by. It’s like something that defined who I am, or something I thought defined who I was has been pushed aside and forgotten! It’s partially because there is no place in Singapore where I think I could stand on stage and swear at everyone without getting told to stop within minutes, but it’s probably mainly because work has taken over.

Anyway, excitement aside, I think this happens with a lot of things! Take relationships, if you are so obsessed with making games that it takes over your conscious and subconscious mind, it can be hard to really exist in the moment.

I know there are many people like me, who always think they will find the time to relax and live a normal life after milestone X is reached….thing is I know that after milestone X, milestone XX will appear, I have almost stopped lying to myself now about it, and I just accept that one day I need to find a balance, and eventually I need to stop putting that off until next year.

So yeah, I think most of my life is accelerating, and I can’t decide if I need to focus more on having fun, or making games, whichever way I go, I will regret not doing the other. I used to only have long term relationships, and as I accelerate in to the selfish tunnel of videogame obsession, my relationships seem to get shorter with it. I could go in to the depths of personal life things here, but suffice to say it’s a constant struggle, and it’s probably harder for the people I am with than it is for me. I wrote a song about it a while ago, and have finally decided to upload it.

Pixona and Pokemon Go

So, in my life there are at least a few times where things didn’t reach their full potential;

Pokemon Go is pretty popular (at this moment, it is more popular than twitter, and some reports are even saying it’s getting used more than facebook). When I first heard about the game, and even its predecessor (Ingress, Niantic’s previous game), I thought “that’s cool…but hey that’s like my game”….

Before I go on, I want to make it clear that I am not in anyway trying to say “I had this idea first, I am grumpy because I should be rich” or “I had this idea first therefore I am great”, not by any stretch, I am sure I wasn’t the first to have an idea like Pokemon Go, I (like many other people) just didn’t build it.

Colonies:

First let’s look at the game I wanted to make, it will be a long story, that starts way back in 2010 (it may have even been 2009) when I started designing the game. While working at Lucasarts I saw the farmville craze and couldn’t understand why our company wasn’t taking advantage of this kind of market on both facebook and mobile. So I came up with a game pitch in my own time (it was called “Star Wars: colonies”) that you could play on Facebook and on your phone, and depending on how you started your game you could either play in any of three game styles, pick a Farmer to play Farmville, bounty hunter to play something more akin to Xcom, or a Pilot to play a space RTS/Logistics/Trading game. While all three felt like different games they were actually the same game with three entry points. your character choice simply dictated the section of the game you would be exposed to first.

It was also multiplayer, so a one player could enlist the help of another and pay them for their time. For example. my farm might come under attack from another player who is fulfilling a randomly generated mission (steal 3 Banthas or whatever). not wanting to lose those Banthas I woud have a short period of time to put up a ransom for other players to help defend my farm (along with the auto turrets and things I had already built to protect myself).  If someone wanted to earn the ransom for helping protect my farm, that player would come in and play a multiplayer game of XCom in my level…so two players I have never met fighting in my farm…which is still a pretty cool idea…On top of that there was a space trading game, you could build fleets of spaceships and run deliveries for the farmers, or fly bounty hunters around the galaxy (or maybe you see a planet with an order for 3 Banthas, so you would then generate the mission above by offering a job for bounty random hunters).

If you didn’t get the bounty hunter to the right space in time, or failed to deliver the blue milk before it expired you wouldn’t get paid for the job. You could also set up pirate fleets to add to the AI pirates, and leave them stationed on popular space routes. What was also cool was that a farmer could buy a spaceship, build up a band of bounty hunter friends, in just the same way that a Pilot could save their money and buy a small farm…eventually you could in theory run all three career paths yourself…but that would probably be pretty hard core. I still think it’s a cool as shit game design…but the scope of it is kind of big! and without the Star Wars franchise it might be a hard sell.

Further Developments at the Corporation:

What made this interesting was that Paul Meegan became our new president at some point after I had pitched this design to my boss in Singapore. Paul was in the USA planning the future for the company, while we were filling our time with various things a lot of which were bundled under the title of “training”. When the plan was eventually unveiled to us, it was interestingly similar to what I had already designed, a space trading game, an FPS, a strategy game, and a Farmville game…all separate titles on different platforms that would somehow link together. In no way had my design influenced him, I am sure he had no idea who I was, and certainly didn’t appear to have much interest in the input of people like me (in his defence it was a big company, so it would probably be impossible to give everyone a voice – as it would slow down an already slow and very very expensive process).

The colonies concept was lost/ignored, and Lucasarts Singapore may or “may not” have got started on the Farmville portion of the above (See I am tryin to stick to my NDA). I was not involved in this project, (Kotaku Reveals Outpost).

There was a problem in that the details of how the games were going to link together were never really figured out, and the fact that their launch dates would be so important to each other meant that each game became a dependency to the other, as schedules went all over the place the games eventually broke off, and the idea of them being interlinked also got cut.

I was working on all kinds of other things, but did try to pitch a version of the strategy game, which was kind of a fun challenge to design…how to make an RTS based on what was happening in an FPS, I think the high level was that you were supposed to manage the battlefield from your phone and help the players in the FPS, but that made it feel like a companion app, I was more interested in making it a game…so you would have your squads, which would be small representations of parties from the FPS, you could select parties and favourite them, so this was a bit like building a deck in a card battle game – you would try to build your squads from the worlds best players….these squads would then fight other squads (really very slowly) and the kill death ratios in the FPS would determine which squads won and lost in the RTS. There were some little design things to make it so it wouldn’t stop working when players weren’t playing. Because the games had to feed into each other if you were being used in squads in the RTS, you got extra XP and stuff…but that was hard to figure out because the FPS didn’t really have it’s meta-game systems figured out at that point.

So yeah, getting back to the point!  I carried on with the space trading design, and updated it (still in 2010) to become a standalone 4X game, with a GPS feature, looking back at my design doc it says “This is the Killer Feature!” directly above the description for what is essentially Pokemon go / Ingress.

So you would earn resources to build your space fleet (either in the single player game or from holding real world Galaxies). You would then walk around and go to Dimensional portals, here you would send your spaceships through to do battle…you wouldn’t know what was on the other side, you would just know who owned that galaxy. If your fleet was stronger they would be defeated and you would take the galaxy, otherwise you might just damage them.

owning a galaxy earns resources, if you are attacked you get a push notifications and can reinforce the galaxy. Every time a galaxy changes owners its resource generation output would be increased, making huge hot spots that people want to fight over….I remember speaking to my boss and mentioning that special spots like “McDonalds” and “Starbucks” could become sponsored galaxies, and would automatically have higher values than other galaxies around them, cause people to come to their stores! (just like McDonalds an Pokemon Go) finally I had the plan for AR, but it seemed tricky, because I wanted to hold my phone up in McDonalds and see peoples fleets flying though the sky and entering the battle…getting peoples real world positions (so things spawn from their hands) would be super hard, and probably not worth the effort, so rather than do something half baked I thought we should probably leave the AR bit for later. (I think the AR in pokemon is little more than a gimmick). While my design doesn’t have collecting, it had research trees instead, and more co-operative elements which promotes deeper social play (something missing in the current version of Pokemon Go). It also had star wars as a franchise…and a few other cool innovations here and there. So I never imagined it would be super huge, but I thought it would have been a fun and innovative game. Like so many things at big companies, it was just brushed aside and left under a pile of virtual files to collect dust.

And then…

So what is my point in this post? I think ideas are not the core of everything, acting on them is a lot more important, I am sure 1000 people have had the same idea, maybe they even had a go at making it! Niantic had the funding, and the brand to make pokemon go a success. The execution of their game is actually not all that great, and they are missing a lot of core features that would make it substantially better. I don’t really understand how it cost 30 million to build their company and publish 3 products, it seems like something that could be done for a fraction of the cost…but still a high cost none the less.

So in short, I missed out on making my own Pokemon Go, because of many factors, none of which I could reasonably expected to have overcome. I could never have made that game because I never had the opportunity, people or the funding, and as I have learned from  running my own company, chasing funding takes so much time, I may as well just not do it and just get on with making things appear on screen. Does the success of Pokemon Go it piss me off? not at all,  it makes me feel more confident in my other ideas. I had long ago given up on making that game, (despite redesigning it under a new name and new theme), it was just another title in the backlog of “things I will make one day”. Much like I would happily go back and make the farmville/spacetrader/bountyhunter game one of these days!

I could get more stuck up my own ass by talking about the “Kenner Star Wars” pitch/prototype that I developed over a year before skylanders and 3 years before Disney Infinity. A project with a toys to life spin that was stopped after gaining a lot of momentum. At an important meeting on the road to greenlight any hopes of making it were crushed by a person who said something along the lines of “I don’t really get it, I never played with toys growing up, so I don’t understand why people collect toys”. I wish I could share the video of that game…it was the most killer pitch I ever  put together (I don’t have it).

So, I guess the only thing that scares me is that our game “Pixona” is probably the best idea I have had for a game…and just like Pokemon Go, or even the Toys-To-Life genre, I am sure many people out there have had the same idea! we have been sitting on Pixona for 3 years, we even own the US trademark! The problem is, we never get our heads high enough above water to make it. Let’s hope that our next game, get’s us the breathing room to step back and make Pixona, something we believe can have a real impact on the people who play it, and give them a new way of playing games. (even if someone else makes it, I guess our execution will be very unique and special…but still I don’t want to be in a secondary position)

After that maybe I will get round to the other crazy ideas I have like fixing the record industry with a new media format, or making a platform for crowd sourcing/game dev unlike anything else out there…I guess it’s good to aim big, but if you don’t ever get to try these things it can lead to a life of disappointment.

VRmockup

Over Nine Thousand.

So we have something worth celebrating! Campaign clicker has been downloaded over quarter of a million times! Which means that collectively our games have been downloaded over 5 million times!

downloads5million

That’s a very big number, I can skim through some other things:

 

RATINGS:

All our games are rated above 4, (Campaign clicker is currently rocking a 4.2 daily average votes, although its overall is only 4.0 on google play…so hopefully it will go up over time, but, it is my lowest rated game). So in general people like our games which is nice.

 

WEB

Excluded from these figures: Tiny Dice Dungeon has 453,577 plays on Kongregate.com, which is pretty cool.

STEAM

Steam wasn’t counted, but Hiragana Pixel Party has been purchased 380 times, with code activations bringing it up to 594 units. Which is low, but being frank I never expected much action from steam, our future products should be more mainstream.

KICKSTARTER

Yes remember we tried one? – it failed badly.

NINTENDO

We released 2 games on 3DS, we can’t share the figures….its a lot more than steam, but a lot less than we might hope for.

XBOX ONE

I heard a rumour that we were the first developer in Singapore to get dev kits! and what have we done with them!? we got Hiragana Pixel Party up and running….but haven’t taken it over the finish line….

PLAYSTATION

We finished Space Lift on the Vita, it just needs achievements and a bit of balancing. I want to finish it, but we don’t currently have any dev kits.

 

GAMES:

Off the top of my head I can think of 11 games that have been made as prototypes, or are currently in development! which is way too many, so we have decided to focus on finishing some in the near future!

 

Hopefully we will carry on making things that make people happy.

As we close in on having more players than the entire population of Singapore, I guess I need a new target. 64 million players….the entire population of the UK! – which seems totally impossible to me at the moment. However, if you had asked me 3 years ago to pick an impossible number for my games, I would have said that getting enough downloads for the entire population of Singapore would be kind of impossible.

So let’s think about the next 59 Million! – if we never get them, that’s fine! As really making games is all that actually matters!

 

To waste your lives and mine, we will try to illustrate what 5 million people looks like…to help us here is a person from “Space Lift Danger Panic!”:

SpaceLift

And here are 10,000 “Space Lift Danger Panic!”people:

SpaceLift10000

I could paste that image 100 times to reach 1 million…but I wont. Instead imagine all of those people in the above image somehow come together and create one huge naked person:

The 10,000 Man-Man:
NakedMan

So then to reach 5 million, we need 500 10,000 Man-Men

NakedPeople.gif

Amazingly it doesn’t look lie as many people as I thought it would! still, I know that if I walk through Singapore, and try to look at every person I see, I can carry on walking forever and still wont see every person. 5 Million people is a lot. I am very happy they played our games, and I am even more excited about what we can do in the future. I am proud of the fact that we back fill our adverts with good causes, and that the text I write in our games isn’t all just dumb garbage, most is, but some of the things I say I think are important, our next game has is set after an apocalypse brought on by global warming, but most people probably won’t notice….but out of the people that do, maybe one or two will think twice about taking a plastic fork instead of washing and reusing a metal one. (something I should do more of!). First and foremost I just want to make great games, and if they become even at all preachy then I will be failing at that. It’s just amazing to think the volume of people that see our stuff, and to not to want to try and do something with that.