The One Man MMO Project
I've been quite disappointed by the big stink being raised over the offline pass for Kingdoms of Amalur. (Disclaimer: I have no inside knowledge of the providence or politics of the online pass from my time at EA - I just made the games.)
I'm a firm believer that if I buy something, I should be able to do whatever I want with it, so I'm firmly behind the people who want to be able to buy and sell their used games. There's a little irony there considering that I also sell software with online activation. (In my defense, I've always been very generous with activations and transfers for paying customers.) But as a customer I've become very selective about the games I buy, making myself aware of any restrictions imposed by the publishers before buying. And some of those restrictions have made me miss out on some really good games. But it has also caused me to buy a whole lot of great DRM-Free indie games so I guess that actually nets out as a plus!
I've been critical of the "online pass" since I first heard of it because it is publishers using a stick on used game players. Pay us or we'll break your game. Publishers attempted to justify the charge by claiming that because it costs money to run the online servers, they need to recoup that through single-use game codes at $10/per. Sure servers cost money, but they cost so little money for most games (there are some exceptions) that this argument is spurious to say the least. A single game server supports at least 1000, and as many as 10,000 simultaneous users. Multiply that by 24 hours for round-the-world players, and there's some serious capacity in just one server machine. Once the servers are installed, the ongoing costs are relatively minimal for a game selling millions of copies.
Now with Kingdoms of Amalur introducing an online pass for an offline game, EA is finally being honest about what it really is - a shot at Gamestop and the used game market.
Read 2415 more bytes... (1 comments)
Getting Audio into the game is a huge leap forward. You don't realize how much sound adds until the first time your game boots with its theme music playing. There's a physical reaction to sound that is hard to ignore.
After a bit of research I came to the conclusion that the only free option for an audio middleware layer is OpenAL. If you have some money you might want to consider Miles or FMOD - they have a ton of functionality you won't need to build yourself.
I was kind of uneasy initially when I discovered that the OpenAL 1.1 Core SDK and the OpenAL Installer haven't been updated since 2009. Hello? Anybody home? As it turns out, OpenAL has continued to develop, but it is within the drivers and with the extensions. Like OpenGL, the core OpenAL API has an extension mechanism to add new stuff while the core API doesn't change. If you're at all uneasy with OpenAL, go check out the list of games that have shipped using OpenAL - there are a lot of big names there.
OpenAL gives you 3D sound positioning (with distance volume attenuation) with hardware mixing support on some audio cards and the ability to play many sound sources (with different sample rates) at once. If you have a Creative Labs sound card, apparently you get other fancy EAX features through extensions. I haven't looked into that at all.
My first thought for the game's audio file format was MP3 to save space, but MP3 is covered by patent and requires per-copy royalties. Instead I went with Ogg Vorbis. Here's a handy link to a page with all the developer downloads. LibOgg is the container file library and is used by LibVorbis which is the audio codec.
Read 4145 more bytes... (0 comments)
I've been playing Guild Wars quite a bit over the Christmas vacation. I have to admire their business model. The simplicity of it is wonderful. Sell the game, sell some account-wide addons in a secure, off-the-shelf online store, and you're done. It's a shame it's an impossible business model for an indie. The cost of selling that first package is simply too high a barrier without a huge advertising budget.
With my requirement for in-game microtransactions I spent a lot of time over Christmas thinking about how to manage and record those transactions.
My design criteria ended up being:
I've done a fair amount of accounting over the years for my various small businesses, so my first thought was to look into how commercial accounting software systems operate. I spent a bit of time googling around and with the help of Stack Overflow I was able to find a specification document for a General Ledger which gave me the basic table design for a double-entry accounting system.
I never could have predicted in a million years that my little indie game would need me to develop a double-entry accounting system.
Read 9380 more bytes... (0 comments)
I keep a log of everything I do each week. With the year coming to a close I thought it a good time to look back through it and see what I've accomplished. It turns out there have been a lot of accomplishments this year. I thought it would be nice to pick out a few of them to share.
Read 3040 more bytes... (0 comments)
I like to do little features in the evening, separate from the bigger stuff I work on during the day. Sunday evening I thought a Terms of Service (TOS) screen would be a nice easy feature.
Little did I suspect I would encounter an international cascade of fail trying to get the TOS to actually work.
Read 4955 more bytes... (4 comments)
I'm just finishing up Dragon Age Origins Awakening. Playing that game so much during the last year has definitely influenced the design for my game. RPG's often feature stuff you can collect: swords, armor, potions, runes. With those items you can usually add enhancements to improve their stats. Sometimes you can combine several items to make completely new items (crafting.) The meat an potatoes of a lot of RPG's is a zillion items and enhancements that can be combined in myriad ways to give the player the choice of how to gain advantage in-game.
I'm not saying I'm making an RPG. But I have been building a data-driven system to support both item enhancements and building new items from components the last 3 weeks. There's still a lot to do yet, but as of today, much of it is working and new entities are appearing in the game. So cool.
Read 3417 more bytes... (0 comments)
So as of yesterday I'm Tweeting on Twitter. The writer in me quite likes how Twitter forces you to refine your thoughts to make them fit in just 140 characters.
I'll be Tweeting links any time I put a post here, so if you prefer Twitter to RSS, go ahead and switch over.
My tweeting is a result of me attending the Canadian Games Conference this year. One of the more interesting presentations I went to was the social marketing talk. You can check out the full talk on video, there's a link here: http://onemanmmo.com/?cgc11.
I also wrote a URL-shortener for the blog. It is something I've been meaning to do for a while - ever since I first considered using Twitter. In an ironic twist, there's no point in having a URL-shortener with Twitter anymore, since they shorten all URL's with their t.co service. But I've long wanted to be able to post more human-friendly URL's for pages on this blog, so I did it anyway. Only took a couple hours to add the database table and forms for entering the short URL's. In case you're looking, I haven't made it a public service. I will probably integrate it further into the blog in the future. Baby steps.
My Twitter picture looks like I'm looking at the birds on my Twitter page. Note to self: get a new picture.
Read more... (0 comments)
This is appalling.
Not that Hangame lost their data due to botched backups. That happens all the time. It's that they're killing the game over it. What that says to me is that the game wasn't really economically viable anyway and maybe that one of the commenters on the story is correct that "it is a ruse and [they] are taking the money and running."
For the rest of us working on microtransaction games, this is the doomsday scenario.
Read 1473 more bytes... (0 comments)
Single-File Installer - 2014-07-23 17:48:47 (2 comments)
Found a solution to the MT warning message http://onemanmmo.com/?mt
Single-File Installer - 2014-07-22 12:03:13 (2 comments)
Tried to add Miranda to Windows Games Explorer, but its too much trouble for now. I did finally find a good set of instructions on how to do it though. The tool for making gdf files is called gdfmaker and can be found in the Windows 8.1 SDK at ...
You Have 34 Days To Avoid a $10,000,000 Fine - 2014-05-28 12:07:46 (6 comments)
I like how one of the suggestions for lead generation is to "send the person a letter." I'm glad bulk paper delivery to my house is still legal. And why is there an exception for political fundraising?
Your tweet on the PR impact is good, thanks. ...
You Have 34 Days To Avoid a $10,000,000 Fine - 2014-05-28 08:32:30 (6 comments)
And about Twitter I found the following:
"In his discussion with the CPRS, Bill Hearn adds that Twitters Block, Following, Report Tweet as Spam functions satisfy CASLs standard of being (i) conspicuously published in content and readily available as ...
You Have 34 Days To Avoid a $10,000,000 Fine - 2014-05-28 08:23:38 (6 comments)
okay so here's what we're looking for: https://twitter.com/DanTisch/status/470675306353680384
"Joe Blogger as conspicuously published his email address on his webpage inviting people to contact him by that means = Implied consent (but CEM must ...
Copyright (C)2009-2014 onemanmmo.com. All Rights Reserved