The Happenings
Aug 24th
Things abound here at Double Cluepon these days.
We recently placed an ad for a comic artist. That goes well. Now that our Art Department is fully staffed I personally don’t have to do all the resume vetting. Sandalphon and Uriel, they both have a passion for the IP and are not about to hand it off to just anyone. I have the utmost confidence in them.
While they vet the resumes, I am still the one setting things up for interviews. I love doing interviews with people. It’s always a thrill to meet new folks.
However, in doing the usual slog through our various feeds, I came across some blurbing on twitter, which referenced this article. The problem with twitter, overall is that it often leads to Chicken Little moments, especially in what has become a soundbyte culture.
The article is quite telling. However, based on the copious amounts of research I have personally done before founding Double Cluepon I can say this much: I don’t see why it should come as a surprise to anyone. Let me explain why:
- No business plan: This is the big red flag in the whole article. While there is nothing wrong with wanting to start building a game, not having a plan, and not understanding the basic things like revenue streams, cost analysis and the not so trivial matter of where it comes in, and where it goes out will lead you down this road. In other words, if you do not have even a one sheet plan for it, you shouldn’t wonder why after a few years its in the state it is in. This is in no way a reflection on the developer of Golemizer. He even concedes that the experience has opened him up to new things. Im simply pointing out that when you start a complex project open ended, the result will more than likely be chaos on some scale, and open to interpretation.
- No monetization plan: This should be a subheading under business plan. I mention it because the article mentions that it never became a “day job”. Well, it couldn’t become a day job without a clear plan of how to make money for it.
- Lack of structure, and organization to leverage the game’s development: In short, he spent money to “get stuff done”, tried to keep it a solo effort. This is fine and all, but if you want to really do this on a level where you can make it a “job” then you have to let go a bit and realize you cannot do it all yourself.
Anyone contemplating making a beast of a game should read this. While the numbers are a bit large in terms of the team you need, the sweat, blood and tear quotient the author relates is about right. Double Cluepon is not one or two. We are a team of about 8 or 9 if you count contracts and such. Possibly moving to 10 or more at some point. I guess the point I want to get across here is: you can make an MMORPG with a small team. It wont necessarily take 2 years per se, because technology and IDE’s have improved a lot. But that wont save you from development hell if you aren’t careful. Creating an MMORPG is something that requires that you surrender control to a group. Even then it’s hard to do unless you know how to be task oriented, and milestone driven. Puzzle Pirates and Ragnarok were not built with Game Maker. They were architected. Slowly, somewhat cathedral like. While we want to change some of that with stuff like StoryTeller and SWF Conduit, it wont change some of the simple and basic facts when dealing with multiplayer goal seeking games: you have to be detail, task, and milstone driven. You have to know how to manage a team. You have to know how to keep people moving. You have to have a clearly defined structure, and more importantly….you need leaders and smart people.
Anything less than total and complete commitment to the milestones, the next ledge, and motivation is tantamount to standing up one day in your basement and saying “Wow, I should make a game, it would be SO COOL“. Which is exactly what happens in a majority of projects that go on these field trips for MMORPGS. While Emerald Kingdom is taking a year or two of actual development time, understand this: the spec, the design, monetization plan, the idea work, the planning…well, that was about 6 years of work. Starting with a notepad file, and eventually a mediawiki. Even then, the principles of Double Cluepon meet face to face every week to two weeks to cover progress, refine the ideas, and move along. Dawdling is asking for a slow death.
If there is one thing I have learned: you do not actually create MMORPG’s. You build a bunch of tools to create an MMORPG. It’s easy for a team to get discouraged, or off track when you don’t have anything for months that you can sandbox in. That’s why so many MMO projects fall by the wayside. Keeping on point, and your eyes on the prize with one person is hard enough…doing it with 10 is even more difficult.
It takes a team. It takes willingness to sacrifice. It takes the ability to convey your passion. More importantly, as a small business it takes your willingness to surrender control to a group you have tested, and trust implicitly. It takes an untold amount of patience and a sincere realization that conflicts can and will occur, and that you have to be strong enough and smart enough to understand that those can be key moments of kickass design choices. For instance: death in Emerald Kingdom was a very very hotly debated topic. I felt it should be included. Hands down. I had one or two other supporters. The rest of the company called me nuts. Raguel, our Dev director came up with an idea that compromised. I wont go into it…but I will say this: I didn’t get my perma death. The folks against me didnt get exactly what they felt it should be either. But both sides came to the conclusion that Raguel was right, he had an awesome idea…and it would serve both camps. More importantly: I was able to recognize the solution as one which would ultimately benefit the game and the company….but more importantly the audience.
In short, the conflict sparked great design from where we sit. How many people do you know have a loud debate over something…only to fork code? In other words: how many times have you seen a creative group argue to the point of everyone picking up their ball and going home?
In closing, I personally applaud the author of Golemizer. It takes a yard of spinal fortitude to embark on these kinds of games. It takes two more yards of spinal fortitude to do it solo. But, I am not surprised it turned into a learning exercise.
Double Cluepon, well…I don’t know what the future holds exactly. Nobody can see the future. I do know this: we have a business plan, we are an actual business. We have secured funding from a few sources, and we are all on track, and moving toward our goal. I have tried to assemble the best habits, people, and structure to make sure Emerald Kingdom is a success. That’s why I know & believe in my heart it will bear fruit. Sometimes you have to make sure you have your gun loaded for Bear…or better yet rabid elephant: because you will only get one shot at it before you get trampled into nothing.
Food for thought.
Az.
Update with a side of Open Source Goodness.
Aug 6th
Wow, we have been away from our public lately. We’re sorry about that. All of us are working hard on getting Emerald Kingdom ready for Alpha and Beta. Not to mention, we have been busy preparing for the 3g Expo at Columbia College. We will be showing off a special version of WireWorks, as well as talking to young women in high school who are interested in games and game design. One of the things folks may not realize is that Double Cluepon has two women registered as owners!
Emerald Kingdom progresses. Samael has been a coding madman; StoryTeller now has the base sprite functions it needs, and Sandalphon, our Animation Director has been doing run/walk animations. Uriel, the Art Director has been cranking out Player Character parts, clothes, hair, eyes…she is also working her magic with monsters, Gremmies, buildings and tiles. StoryTeller is nearly to the fork point. When I say point: I mean the point at which we fork it off so that StoryTeller goes one way, and Emerald Kingdom (the client) goes the other.
All of which is great, but without a way to talk to a server and a database…would be pointless. When Raguel and I started looking at servers for Emerald Kingdom, we lamented that there were no free, or at the very least, solutions which were cheap enough for an underground game company like ours. The most widely known solution was expensive: $5000.00 USD just to get started.
We elected to write our own. To that end, Raguel has now finished the first version of our centerpiece for a true AS3/Flash socket server. We call it: SWFConduit.
Here is the official release statement:
—-
Announcing SwfConduit! An event-driven, bidirectional Flash socket server written in Python using Twisted and PyAMF.
- Python 2.6
- Twisted
- PyAMF 0.6 (available from http://pyamf.org)
- AMF3 (AMF0 does not support full object serialization)
- Flash clients require AS3 (AS1/2 do not support raw binary sockets)
- Content Encryption
- Rich set of default events
- Server and Session objects to cover common tasks
- More documentation on how to write clients
- Server Clusters
- Inter-server communications
- Connection negotiation (choose the least busy server to connect to)
- Swapping active sessions between servers in a cluster (each server can handle a geographic area in a game, spreading load while maintaining communications between friends)
- UDP support
- Speed at the expense of reliability
—-
And there you have it. SWFConduit is the centerpiece for Emerald Kingdom’s server, it’s support for modules means that the modules make the server. So, Raguel will be writing the modules for Emerald Kingdom to work with SWFConduit. The beauty of this is, SWFConduit is a bit like Zombo.com. You can do anything, anything at all with it. Write a module for a simple high score tracker database in SQL, or write a multiplayer server for a Flash game. THE ONLY LIMIT IS YOUR MIND.
It’s free, and licensed under the GPLv3. Which means, if you use it, or modify it….it gets better as we go along. You can get SWFConduit from github. Be sure to let us know if you use it!
HOWTO: Treating Customers.
Jul 15th
Here is a little how-to for treating customers who you want to keep, and do business with again. I think these have been lost in a world of metrics, and focus groups. My Dad was in service. When what he fixed didn’t work right, he went back and worked the issue till it did. When someone sold him a part that failed, or didn’t work..it was exchanged. Nowadays…that stuff, real Customer Service…it’s been lost. Today, customers are not important. They are inevitable. Companies act like it does not matter if they lose a customer, they think there are endless supplies to take their place.
Well, one thing my Dad taught me is: vote with your wallet. So, that’s what I do.
1 ) When the customer calls you, do not focus on what you can’t or will not do. It’s important to focus on what you can, or are willing to do.
2 ) Telling customers your policy is to assume they are a thief, or scammer is asking them to take their business elsewhere. Especially when you have their verified address, phone number, and credit card details on file.
3 ) Asking a customer to call another number, when you know that it’s going to waste their time is asking them to take their business elsewhere.
4 ) Being rude to customers is never an option. While the customer may not always be right…you should maintain the high ground.
5 ) If the customer buys something from you, and it breaks a week later you have two options: making it right, without further inconveniencing the customer, or using the letter of your policy to push off the customer elsewhere. The former guarantees a return visit. The latter insures you will get no repeat business.
6 ) Remember the golden rule: it can take weeks, months and years to gain a loyal customer. But it takes mere seconds to lose a loyal customer.
7 ) Never ever use a policy to turn away a customer, with MONEY IN HAND, who is ready to spend it with your business.
8 ) The customer gives you a chance when they choose to patronize your business. You owe the customer the same chance when they have a problem.
9 ) Sneezers will affect your bottom line more than any fortune 500 company.
10) Some customers have to be fired. However, even an employee must garner a few write ups before being canned. Firing customers because you lack customer service, and you have policy that keeps you from trying to meet the customer even halfway tells the customer that his money is best spent at your competitor.
Double Cluepon will soon be in the business of having regular customers, who pay us. It is my #1 intention to have a policy that forbids the use of the phrase “I can’t do that, sorry” when it comes to customer service and/or support. Support and Service are all about what you can do. If for some reason, what the customer wants to make it right cannot be done….don’t LET THE CUSTOMER GO AWAY, try to at least meet them in the middle! Customers, the people who pay, are very important. Maybe if more companies treated customers as a rare commodity, rather than just an inevitable consequence….people wouldn’t be so jaded about spending.
Just my $0.02.
Az
Game Development Milestones, Schedules, and Deadlines
Jul 9th
I am a programmer. Well, sort of; I program, at any rate. Currently, I’m working with Double Cluepon as their tools and client engine developer. That means that — basically — I’m making Emerald Kingdom all on my lonesome (not really, of course — we’ve got a very solid team here, it’s just that at the moment everyone has other tasks — art, animation, networking, design, writing — and so the tool development is mine.). It’s sort of a daunting task, to be sure; there are literally hundreds of thousands of words in the backstory, we’ve got a webcomic coming up, and my boss is looking for a pretty aggressive timeline to reach Alpha.
And that’s what I’m here today to talk about, because it’s something of a wall that I’ve hit my head against a lot. It’s a big, heavy concrete wall, and it’s filled with spikes. Because Deadlines can be your best friend and they can be your worst enemy.
From Blank Slate To Bank…. Somethingthatrhymeswithslate
The problem with a deadline is, for the most part, you have no clue when the hell you’ll be done with any given thing. This is something that can be winged, and your wild guesses get more accurate as you go on, but quite frankly even three years in the business of software development hasn’t made it any easier. At least, not for big projects. A big project encompasses so much that a 1 hour delay early on could translate into a three week delay down the road. There’s no way of knowing what bugs will crop up, what features will need to get chopped, what will need to get added, so on and so forth. The easiest way to deal with the Long Term Problem is to use a ticketing system (I recommend Redmine, although Trac is….. eeeh, really, it’s not very good, but it is popular. Really, check out Redmine.) to cut up the work you need to do into sizeable, more easily understood parts.
Building a Map Editor is hard; but if I split that up into “be able to paint tiles”; “be able to paint objects”; “be able to scroll with the mouse”; “be able to delete painted tiles or objects”; “be able to specify borders”; “be able to save and load maps”; and so on and so forth, I can eventually come up with a much more reasonable SWAG (Scientific Wild-Ass Guess) than if I just went with the first thing. More >
HOWTO: defeat domain tasters
Jun 23rd
About a week or so ago, I got this lovely gem in the info box for DoubleCluepon:
Hello, my name is Jonathan Waltz from Flex Media. emeraldkingdoms.com will be available for purchase in a few days. Since you own emeraldkingdom.com, I thought you might be interested in emeraldkingdoms.com. Our research on a sample size of over one million domains has led us to determine you are possibly losing up to 40% of your traffic to emeraldkingdom.com by not owning emeraldkingdoms.com It is recommended to eliminate any confusion to emeraldkingdom.com, to own both the singular/plural versions of the domain. Your purchase will be a one time fee only that includes one year of complimentary registration. You also have the option to forward emeraldkingdoms.com to emeraldkingdom.com at no cost. After purchasing emeraldkingdoms.com you will never be charged again by Flex Media. If you do have an interest in buying emeraldkingdoms.com, please visit: [Link Removed] Once emeraldkingdoms.com is available for purchase, one of my account specialists will contact you. Thank you and have a great day.
One of the things that came up or rather, did not come up in my searches of the company was any relevant information in readable English. I was able to piece together one fact however:
Flex Media is a domain taster. What is a domain taster? From the Wikipedia Article: “Domain tasting is the practice of a domain name registrant using the five-day “grace period” (the Add Grace Period or AGP) at the beginning of the registration of an ICANN-regulated second-level domain to test the marketability of the domain. During this period, when a registration must be fully refunded by the domain name registry, a cost-benefit analysis is conducted by the registrant on the viability of deriving income from advertisements being placed on the domain’s website.”
In short, they use a loophole to hold on to a domain for 5 days, and then see if there is any interest in it. What Flex Media does, then is send an email to you with a a link. Like the one above. Now, here is the important bit: if you click the link in the email…forget about scoring your domain. It will get camped on. Here is what you do:
1) Hang onto the email. DO NOT click any of the links contained in the email. These links are for their site. If they register a hit, they will FULLY register the domain, and if you want it, you will be forced to pay a LOT for it.
2) If you have access to a BSD, Linux or UNIX shell, or know someone who does….do a command line whois. [whois -h whois.geektools.com domainname-you-want-to-look-for]. DO NOT trust web based whois searches. You have no way of knowing where the metrics for your web search are reported to.
3) An incomplete domain registration will appear as a 5 day hold. Different registries use different nomenclature. You may also get an incomplete response. This is normal.
4) DONT do any searches, don’t do ANYTHING that could register interest in the domain. Sit on your curiousity. After 7 days, go to your favorite place to buy domain names, and register the domain. It should be available. We use DynDNS. DynDNS is one of the best Domain houses on the net. They are, at the very least, not at all sleazy.
I just purchased emeraldkingdoms.com and emeraldkingdoms.net for $15.00 a piece. As opposed to hundreds (if not thousands) of dollars.
Domain Taster: 0
Double Cluepon Software: 2
I realize this is not strictly game oriented. But we are also a business, and we are in this to make money. I’ve written this post, in the hopes that once Google picks it up, it should help others avoid these kinds of tactics. Hopefully it also helps other game developers too. =)









