Showing posts with label spiderweb software. Show all posts
Showing posts with label spiderweb software. Show all posts

Thursday, May 31, 2018

We Did Our First Kickstarter! And It Worked!

Another journey begins. A long, long journey.
For  the fifth time in 25 years of doing business, we at Spiderweb Software are making a whole new game world (and new engine to go with it). Along with the announcement of our new series, Queen's Wish, we are launching our very first Kickstarter to support it.

We've put a lot of information about the new story and a video on our Kickstarter page.

We're getting older, enough so that the end of our careers is in sight. We only have so many new stories in us now. That is why we've put a lot of work into planning Queen's Wish. I've been designing it in my head for years. It's a very personal project in a lot of ways, and I've thought a lot about what I want to say.

This long blog post is for our fans, who might care about what we're thinking.

All-new (old) graphics style. All-new art. Note that all of these screenshots are very early and will heavily change.
The Basic Game Details

The Queen's Wish series, starting with Queen's Wish: The Conquerer, will hopefully be a trilogy  for Windows, Mac, iPad, and, for the first time, the iPhone.

Our earliest games, the Exile series, had a simpler top-down graphics style. Many fans have, over the years, asked us to go back to this. We're finally doing it. I like this style a lot. It's very graphically clean, and makes it  clear what creatures are in what spaces,  which is necessary for a game like this on small screens like the iPhone.

We're trying to give the series a nice unified look and interesting graphical effects. where you can always be sure what space you are selecting and where all the creatures are. Our games will never look that fancy. We can't afford it. But we do try to improve things with each new game.

However, the indie game business is super-difficult and competitive right now. Outside of a few hits, most indie games don't make much money. At the same time, replacing all of the art in a game is very expensive. How can a small company like us make our own unique sort of game without going bankrupt?

Fortunately, the internet has provided a way ...

These brigands dared to steal a fort from Haven. Set them on fire.
To Kickstarter!

In a lot of ways, Spiderweb Software is the sort of company Kickstarter was made for. We're a tiny company. We make unusual products for a loyal niche audience, and we sometimes need help.

We're moving to Kickstarter very late. The big crowdfunding boom was years ago, and customers are rightly nervous about backing video games. A lot of careless game developers took peoples' money and gave nothing in return.

Happily, we have a very long record of shipping good games on time. We know what it takes to write a game, and we aren't going to rip anyone off.

But why support a Kickstarter to make a new indie game. Aren't there too many indie games? Isn't the turn-based RPG market totally glutted?

It's on us to prove that supporting us will create something new and worthwhile.

Collect resources, upgrade your forts, and get stronger characters. The sort of upgrades you buy improve you in different ways.
Yet Another Game About Empires

Most computer RPGs are about killing some big bad guy. There's some evil demon/wizard/monster/robot and it's totally evil and you get strong and kill it. The End. There's a lot of good games that follow this pattern, but it's not our thing.

I've always been obsessed with story, politics, power, and choices, and all my games reflect that. Every one of our games is about a huge power dominating others, and you have to find a way to survive under it. Support it. Fight it. Remake it. Destroy it.

I am obsessed with the history of Empires (successful and failed), and this comes through in the stories I write. This is appropriate. I am, after all, the citizen of an empire, and so are most of the people who play my games. I'm not ashamed of this. Sometimes Empires do good. (But often not.)

I love my country. But this doesn't keep me from thinking about my homeland and the power it holds, and what that means. These thoughts work their way through my brain, bubble and transform, and come out as game designs.

Video games are art, and art should reflect the world. The world very rarely gives us one end boss to kill to solve all our problems. The real world is much more complicated.

More Stuff About the Game

So this is another game about an Empire. But with a big difference.

You are not some peasant or bottom-rank soldier changing things from the bottom. In Queen's Wish, you are a prince or princess. You have power. You make the decisions, and you have to clean up the consequences.

You will be dealing with other nations, poor but proud, weaker than Haven but just as brave and determined. Each has its own history, beliefs, grudges and resentments. I want them to feel real, both sympathetic and infuriating, and then force you to deal with them.

People who have played my games for a long time know that I hate the idea of a Bad Guy. Whenever I introduce a faction, I let it plead its case as convincingly as possible, and I try to win some players over to their cause. If I introduce a faction and no player ever joins them, I have failed.

A Lot of Stuff About Forts

In Queen's Wish, your power comes from forts and trading posts. You will be trying to rebuild old keeps, once held by Haven. You can get permission to do so through force or diplomacy. These will increase your wealth and power and your standing with the Queen.

I love games that let you make fortresses and fill them with stuff. However, those forts seem to only rarely make a difference in the game. In Queen's Wish, you will have power to build and make decisions, and those decisions will give you noticeable power and bonuses.

Note that, if you aren't into this sort of thing, you can do the fort stuff very quickly. Just think of it as another way to train your character.

You can also make furniture and cosmetic improvements. My younger daughter told me that she wants this, so I put it in.

You can just build your shops quickly and get on with the fighting, or you can decorate your forts and make them all nice.
How the Combat Will Work

It will still be turn-based combat with hand-edited fights, like all our other games. We're working hard to make sure the fights are  fresh and don't repeat themselves.

The game system will be skill-based. There won't be character classes. You can pick your skills from four different trees, hopefully allowing for a wide variety of different builds and strategies.

Your characters are stranded deep in a hostile land, and I want the feel of combat to support this. When you leave the base and get into fights, they will wear you down. The missions won't drag you down with lots of trash fights, but each battle will exhaust you. You will have to conserve your power and choose when to use your best abilities and items to push all the way to victory.

Where Do We Go From Here?

Aaaand ... we funded.

I wrote this blog post before the Kickstarter started, planning to post it on the second day of the campaign. I genuinely didn't expect that it would have funded by now. I am humbled by your generosity and faith in us.

Barring my getting run over by a bus, we hope for Queen's Wish to be done by May, 2019. Based on the size of game we have planned and what we have done so far, this seems very doable. It's a crowded market, but I will do my best to make something surprising and unique, and I think I will succeed.

If you have more questions, feel free to post them on our Kickstarter page. We are really excited about this new story, and we are grateful for any support you can provide!

Wednesday, April 4, 2018

I Gave a Big Talk On Indie Games and It's Pretty Good.

Please enjoy this reasonably-priced hour of grumpy ranting.

For a long time now, I've wanted to give a talk about the history of Spiderweb Software. It would be a combination of funny stories about the ancient history of the internet and a summary of everything I've learned about the True Meaning of Indie Games.

At the 2018 Game Developers Conference in San Francisco, I finally had the chance to give the talk. I'm really happy with how it turned out. It's about an hour, and you can see it here:

Failing to Fail: The Spiderweb Software Way!

It was really hard to whittle the talk down to 50 minutes. I had to leave a lot of quality material on the cutting room floor. I did manage to keep the best of it around. Hope you like it!

Wednesday, September 14, 2016

We Released Avadon 3! (Also, a Few Words About Free Time)

Avadon is done. That's 5 years of my life, tied up with a bow.
I don't always write controversial, widely-read blog posts that make people way, way, WAY angrier than they should be. I also make games.

At last, we have completed the Avadon Saga! Avadon 3: The Warborn is out for Macintosh and Windows! We are selling this fine, indie, retro, story-heavy RPG on Steam, GOG, Humble Store, and our own site.

Our next step is to port the game to the iPad, and hope that Apple doesn't accidentally step on us with its big, lumbering feet.

I wrote in some detail about who we are and what the Avadon series is like in May. I don't like to repeat myself. I prefer to troll the Internet by bantering about whether or not video games are Art or not. (Answer: Good Lord! Who cares?)

It is very exciting to finish a fantasy saga, the third big one I've completed. I'm sure you find it perplexing, as taking forever to actually wrestle a story to the ground is a constant plague in the genre. My secret technique: 1. Sit down in a warm, dry place. 2. Figure out how the story ends. 3. Write that.

Anyway. What to blog about? I'm trying to make interesting blog post that people tweet about so I can get a tiny scrap of attention and maybe sell some games.

Avadon 3: The Warborn is my 16th full-length, all new game. (My 24th, if you count remasters. And I put a lot of time in my remasters.) This is a large number. I've been writing indie games an unprecedentedly long time, and aspiring developers, for some reason, are often interested in my advice about things.

So, since I'm entering my blissful quiet period between games, I wanted to say how I spend that time. Because I know some of my in-depth fans like to know how I make the stuff they like. And because, when you want to be a creator in the long term, profitably expending your downtime is vitally important.

(If you don't care about me or my process, and you shouldn't, your time may be more profitably expended getting a huge, free demo of a cool new RPG.)

So what am I about to do?

Screenshot of my game provided for crass self-interest purposes.
1. Rest.

"If you're going to rest, rest."
- Angry White Pyjamas 

If you are a driven, type-A person, it can be hard to rest. You might think, "Oh, I'll sit around for an hour, but first I'll write a blog post/make some calls/do some design work/not rest."

You need rest to live. Pick a time. Pick something that will rest you. Spent that time doing that thing. I know you're driven. That's why you are a success. You still need to refill your tank for when it really counts.

2. Play Games.

This is actually work.

While I write a game, I am filling my Steam library. If it's hip or gets my attention or is in a nice, cheap bundle, I buy it. Now is the time for me to try them. All of them.

The purpose of this is to evaluate the state of the art. Find out what sorts of designs are hot now. Sample all of the weird mash-ups indies have come up with. ("Procedurally generated tower-defense roguelike") Look for new interface innovations, and see what irritates me so I know not to do that.

I play each game until I think I've seen everything new it has to offer. Most games get 15 minutes, tops. I especially try games in my genre, RPGs, even though I hate the vast majority of them. (I am a VERY jaded RPG gamer.)

Every once in a while, I find that rarest of treasures: A game I actually enjoy playing. This is a true treat. I actually play it for a while for fun, to remind myself why I do this. (This time around, I'm playing a lot of Inside and Salt & Sanctuary. Great games.)

As always, terrific color art provided by Ben Resnick.
3. Gather Ideas.

When I am not formally working on a game, it's a wonderful time to just go for long walks and thing up ideas. Stare at a wall. Listen to music. Think. Imagine. Write down what comes to me. It's a wonderful bit of freedom, to just let my brain wander.

99 out of 100 ideas are never used. But that 100th idea? That might be the bit of gasoline that fuels years of productive development.

But Back To Avadon. There Is a Demo.

Demos of games are vanishingly rare now, but I'm cranky and stuck in my ways, so I provide them. I don't want to take your money until you are sure the game functions and you like it.

We still have the biggest demos in the biz. You can download one on Avadon 3's page on our site.

(By the way, since I am often asked, we get the biggest cut of $$$ when you order using the Humble widget on the game's page. This comes with a Steam key. However, I am very grateful when you order no matter where you do it from.)

I'm still really happy with this screenshot. Looks even better in the trailer.
I Hope You Like the Game

The Avadon trilogy was very different from what came before. A lot of new people loved it. A lot of our old fans really didn't. I genuinely enjoy playing them, so I'll vouch for them. I think Avadon 3 is really cool. It's a gruesomely tough market, but I'm optimistic. I hope you like it.

On to the next thing ...

Monday, April 30, 2012

Avernum Out For Windows, For What It's Worth.




A few weeks ago, Spiderweb Software finally released our newest role-playing game, Avernum: Escape From the Pit, for Windows. It's also out on Steam.

It's OK if you didn't notice, as a far higher profile indie RPG, Legend of Grimrock, came out the same day. It's a lot of fun and I'm almost done with it. I'll blog about it soon.

I've taken this long to blog about it (or anything) because work stress, increasing age, and family health issues have given me a persistent case of burnout. Burnout is an interesting issue. I'll blog about it soon.

Avernum: Escape From the Pit is doing well. It is old material. It's a rewrite of Avernum, which is itself a rewrite of Exile: Escape From the Pit. And yet, thanks to iTunes and Steam, it has already, in only a few months, earned as much as either of those titles earned in years and years. The revolutionary effect of Steam and iTunes on people trying to have my career simply cannot be understated. I'll blog about it soon.

Since it's a rewrite, it hasn't gotten as many reviews, which is fair. GameBanshee wrote a tough, fair, generally positive review which makes me want to write some interesting things about video games and art. No, I'm kidding. Writing about video games and art is never interesting. Still. I'll blog about it soon.

I've also been playing Mass Effect 3, when I can work up the energy. I'm not feeling it the way I felt Mass Effect 1 and 2, but I'm sure I can come up with some interesting things to say about it. I won't bother to write an actual review, as you've already finished it and made a YouTube video about how angry the ending made you. I'll blog about it soon.

Finally, Community has been having an amazing season. I won't blog about it, as Community fans are almost as tiresomely aggressive in their evangelism as The Wire fans and bronies. Still. If you watch it on Hulu before it gets cancelled (which should happen ... ... NOW), you can be ahead of the nerd-culture curve.

Monday, March 19, 2012

We're In the New Humble Bundle!


Today, the newest Humble Bundle went live, and my game was in it. The Humble Bundle For Android 2 is now up, enabling you to get Avadon: The Black Fortress and four other fine indie games for whatever you decide to donate, and a portion of your contribution goes to charity.

Note that, though it's called the Android bundle, all games in it are also available for Windows, Macintosh, and Linux. Pay once, get it DRM-free for all four platforms.

We are hugely excited to be part of the Humble Bundle, a project that has managed a unique combination of ethics, business sense, and just general excitement. It was a great idea when it came out, and it's still a great idea.

Also, this is the first time that we've had a game out for Android and the first time in well over a decade that we had a game out for Linux. Ports of these games were done by other developers, and they did a great job. After the Humble Bundle concludes, we will make sure that the ports will continue to be for sale.

Any hypothetical questions, imagined reader?

Q: So the Linux and Android version won't disappear from the Earth after the bundle is gone?

A: Nope. Deals to distribute these versions are already in place.

Q: You didn't do the ports yourself?

A: No, they were ported by skilled third-party developers in close consultation with us. My increasingly old brain doesn't have the space to learn to develop for any new platforms. It doesn't even have space to hold everything I need to know now. The number of things I need to do for my job that I need to relearn from scratch every time I do them is already really high.

Q: Will future Spiderweb titles come out for Linux and Android?

A: Good question! I don't know!

Being able to sell something for Android and Linux is extra-exciting to me, because, after years of reading e-mails about how awesome it'll be for me when I develop for those platforms, I will get to actually see how good it is. So if you are one of the multitude that promised me up and down that you would buy anything I release on Linux/Android, I have a great opportunity for you ...

Q: What charities does this support?

A: The Electronic Frontier Foundation and Child's Play, both highly worthy endeavors.

(Added 3/19/2012.)

Q: Avadon for Android is for tablets. What does this mean?

A: That the device's screen needs to be at least 1024x600.

Wednesday, July 27, 2011

Announced ... Avernum: Escape From the Pit


This blog has been sadly neglected lately, due to a combination of vacations and a frenzied effort to get our newest game to a point where we could officially announce it. But that day has arrived. Drop by our web site and take a look at Avernum: Escape From the Pit!

This is the second time that we have rewritten the Exile/Avernum trilogy, a move that is full of all sorts of questionable integrity. I am very nervous about announcing this title for exactly that reason, even though we have very, VERY good reasons to do a serious, polished rewrite of this game. Because Avernum has such a large and passionate fanbase, we have already put up an Avernum: Escape From the Pit FAQ to answer many of the questions that will be coming up. Such as, Why?

Short answer: Because the old version doesn't run on new machines anymore. Also, the iPad.

Longer answer. Look at this screenshot from Avernum:



Ghhhhahhhhh! Make it go away! Make it go AWAYYYYYYYY!

I mean, seriously.

We've been very determined not to half-ass this adaptation, and, when all is said and done, we will have put almost as much time into it as into a whole new game. It's been a little rough, and yet, I don't see how I had a choice. The first Avernum trilogy is my first creation and still one of my most beloved, and if we didn't rewrite it then it would have just disappeared. I can't abide that.

Other terrifying decisions. For the first time ever, we will be selling a new title for $20. When we released our first game, wayyyy back in 1995, we charged $25. At the time, that was a fair and unsurprising price for a shareware game. These days, the constant downward pressure on prices can no longer be ignored. Also, the market is developing in ways that finally make me think that we can make more money at lower prices.

I now hope to return to a sensible and semi-regular blogging schedule. For example, soon I will write a sort of review of LA Noire. Before I can write it, I want to see if the game ever has a murder victim that isn't naked.

Wednesday, May 4, 2011

Avadon Out For Windows, Responding To Critics.


We finally released Avadon: The Black Fortress for Windows. So far, it is functional and selling very well. I am really heartened to the reaction to the game. It is doing way better than I thought it would, and it's doing me a world of good to know that a game I put so much heart into doesn't appear to suck.

Because my morale is so high, I am going to do something I almost never do. I am going to go to a forum full of people who hate my games, my writing, and the mere fact that I still draw oxygen on this planet. Namely, the Avadon thread on RPG Codex.

RPG Codex is an interesting place. It is inhabited by people who like role-playing games, but love hating them. It's full of anger and enough raw bigotry that I would never advertise there. But, if you want to keep your self-esteem under control and read bad things about a game you wrote, go there. Just don't ever let those people get into your head.

So, if you are interested in what it's like to write a game and get feedback from the vast madness of the internet, take a look at these threads (mildly NSFW). Here are some comments from the thread, and my responses to them.

"I love Vogel's games but damn the demo is so boring..."
"The demo area is small and extremely crappy"

Demos are always boring. Tutorials are always dull. There are two ways of doing a demo. One - Put the player in a training wheels dungeon and teach him or her enough to play the real game. Two - Set up a really big, flashy set piece to start the game, and have the player wander through it doing nothing.

They both have their points. I've done both. But tutorials are always work. That is life.

By the way, while my demos are smaller than they used to be, they are still some of the longest demos out there. My demos used to be longer than some other full games, but, to be brutally honest, that's just bad business.

"Anyway, party members not dying but being just unconscious and resurrected after combat ends. DECLINE"

When you're designing an RPG, there are lots of toggles you have to flip. Will people recover from their wounds over time or do they have to go back to town? Will the party jump between towns/dungeons or will the whole outdoors be explorable? Will items be automatically identified? Do you have to keep track of ammo for your bows? Each answer to these questions has its good as bad points. There are no right or wrong answers. You just pick what works best for the design.

There are people who will, for religious issues, say they will never ever buy your game if you make one of these choices or the other. Ignore them and do what is best for what you're trying to do.

Oh, and there are some people who will respond to things about your work by posting an angry smily or some other image meme. Ignore these people. If they had anything valuable to say, they would use words, like people, instead of jpgs.

"I do loathe the worldmap. A single large continent shaped like a rough circle does not an interesting map make. Dunno why it bothers me the way it does but it does. "

Oh. Come. On.

There is an important lesson here for indie developers. When you make a game with a small team, you have millions of decisions to make and little time in which to make them. There isn't time to second guess everything. For a lot of stuff, you have to make the call and move on.

When people nitpick, you can't take it to heart. You have to forgive yourself. People will always nitpick. To borrow a phrase from my favorite SF story ever, the dogs bark, but the caravan moves on.

"Got bored with the demo as soon as I was sent to the beginner dungeon to fight rats and spiders. What a lousy piece of shit game."

You are right. I'm sure those two minutes of gameplay were crushingly disappointing!

"It seems like he put in a lot of effort to attract the casual crowd. The "casual" difficulty mode for people who are "new to fantasy RPGs"?"

A lot of complaints that the early game, especially on Normal difficulty, is too easy. When someone says that the default difficulty should be harder, what I hear is, "You should make a pile of money in your backyard and set it on fire."

I make the default difficulty easy enough that 90% of players can get through it. If this doesn't give you a challenge, play on a harder difficulty level. That is why it is there!

Sheesh.

"Yep, Jeff fucked this one up a bit - although not as bad as some people put it. Give him some credit, go to TPB and help yourself."

By TPB, the poster means The Pirate Bay. In other words, he's saying to go pirate it. I honestly think that most of these complaints are not sincere. They're just pretending the game is bad to justify their pirating it (and playing the whole thing three times). Another good reason to be very careful about whose feedback you accept.

"I am seriously disappointed. Shittiest Spiderweb game so far. By a lightyear.  Will definitely not register the demo."
"Hope that it'll flop commercially"
"Started the game right now and I'm lacking words to describe my disappointment."
"Jeff Vogel went full retard"
"I wonder if Spiderweb is going to survive it..."

I think we'll be just fine.

As I said, the game is doing great. A lot of people are playing my bland, dull, derivative demo and saying, "Hey! Want more of that!" This is the biggest lesson for small developers. People who post on forums are a tiny, tiny portion of your audience. Read them occasionally. Pick through them for the rare tidbit of good feedback. But otherwise keep a respectful distance.

And, to those who have registered, thank you so much! I love flattery, but, in the end, there is no compliment better than a credit card number. That people are actually giving me their real, hard-earned money is incredibly flattering, and I thank you for making it possible for me to write Avadon 2.

Edit: I've closed comments. I think everyone who wanted to say something has had a fair chance. Thank you for the bits of interesting feedback. I will be doing more blogging on some of the issues raised. If you have more reasons why I am not cool anymore, you will have a chance to share them then.

Wednesday, March 2, 2011

Avadon: The Black Fortress Released.


On Monday, after fifteen months of work, Spiderweb Software released Avadon: The Black Fortress.

I'm writing this on Wednesday, after a week spent in a pretty continuous state of total freaking out. I am always nervous when releasing a new game. But a new game in a new world with a new system? After spending an unusual amount of time on it? I've been going kind of insane.

For those who are interested, early sales are quite strong. I'm starting to suspect that we aren't about to go out of business. And yet, most of the early sales are to die-heard fans. The question is how many new people will play it and like it. I think that it's solid, the world is cool, and the game itself is a lot of fun to play. But I might be wrong. It happens all the time.

Releasing a new game also means that I have to read my forums, which, as I have written before, is painful. Even for a solid game, most of the things that are written will be critical. It's only with time that I can get a read on how good the good parts are.

This is also when I have to take the lumps for unpopular but necessary choices I had to make. The biggest complaint is that the game has no keyboard movement. Our other big series, Avernum, takes place on a fairly simple grid, so keyboard movement is easy to implement. Avadon takes place in a larger world with no simple grid for the characters to stand on, and keyboard movement just doesn't work as well as the mouse, especially for distances that aren't very short. But some people really want keyboard movement, and I can hardly tell them they are wrong. I just have to take the criticism and hope that the game is good enough.

I've also been criticized that the game text is too small, and I'm taking that to heart. I am going to work on using a larger font for dialogue and special encounters, which should help a lot.

But now I'm rambling. Releasing a game is only the beginning of a long process. Maintenance. PR. Sequels. I hope you try it out. I hope you like it. And I hope Spiderweb gets to stay in business.

On to the Windows port (hopefully out at the end of April). And the iPad port (I have no idea when this might be ready).

Tuesday, February 1, 2011

Shameless Self-Promotion.


The gaming site GameBanshee was kind enough to call our newest game, Avernum 6, in their annual awards. We were runner-ups in the Independent RPG of the Year and RPG Game of the Year categories. Thank you very much!

This sort of thing is exciting to me, and not just because of the obvious self-esteem and greed motivations. The recession has been really rough on the gaming press, and, because of that, it's been rough on us. Many of the writers and editors who liked to cover us lost their jobs, and many of the small news outlets that were willing to cover humble Indie games like ours disappeared or were absorbed. It's been depressing.

The hardest part about being a small Indie is getting attention. Press coverage is oxygen. It takes the tenacity of the cockroach to eventually find editors who are willing to say, "Sure, they're small, but I believe in what they're doing. I'm going to back them up." And, when it happens (such as the recent coverage of us in PC Gamer), I'm incredibly grateful.

Tuesday, January 25, 2011

Avadon Developer Diary #5 - Getting It Done.


This will probably be the last developer diary for Avadon: The Black Fortress. We hope to release it for the Macintosh at the end of February. Then the process of porting it to Windows and the iPad shall commence. Of course, I could get the flu or be hit by a truck, which will alter the release schedule slightly.

The first preview of Avadon recently appeared on Inside Mac Games. There's a lot of good information there.

I've already written diaries about the origin of the game, the tone, the sorts of decisions that need to be made, and the character classes. For me, the longest, most grueling part of writing the game is making the scenario. Dungeons have to be designed. Dialogue needs to be written. Gold coins, clay pots, and spoons need to be placed. In other words, the game itself needs to be made.

That process finally ended last week, meaning that we're in the endgame. Time to wrap up all the odd details and kick the game out the door! This is what I generally call the OHGODOHGODITBURNSGETITOFFMEGETITOFFMEEEEEEEEE phase.

This process, during which everyone involved is pretty much running off fumes, has several parts: Odds and Ends, Endgame Balance, Bug Fixing, and Getting the Game Stable.

Odds and Ends

There are always lots of aggravating parts of the job of writing a game that I put off and put off. Now they can't be put off anymore. Every job I hate. Doing the sound effects. And writing the documentation (and hint book). And making the game icon, and the installer. Nothing can be delayed anymore.

A lot of this work is very important, as they determine a player's first impression. Things like the icon and the starting music and art are the first things a player will experience. These details require a lot of attention, so I work on them at a time when I can focus on them as much as possible.

For Avadon, I've put a lot of work into directing the art at the beginning of the game so that they help the player understand a complicated world, with a lot of intricate politics. The early moments of the game can't be wasted. I want to intrigue the player with the story at every possible moment.

Endgame Balance

Balancing the end of the game is particularly difficult. There are several reasons for that. First, there is a wide spread in power levels among players. The dedicated grinders and min-maxers have made characters that are about as powerful as the game allows. More casual players have characters who have fallen farther and farther behind. An encounter that is challenging to a hardcore player will be impossible for a casual player, and an encounter that is tough for a casual player is probably painfully easy for the serious player.

It's a very difficult target to hit, complicated by the fact that at least some of the epic battles at the end of the game should have some pushback to them. They should feel a little tough.

So I try to make the late game fights hard but not impossible for the more casual players. I also try to put in some optional endgame fights that are a real challenge for the toughest players. These two targets are actually tricky to hit precisely, and it requires a lot of feedback and rebalancing.

In Avadon, I want the player to be able to challenge Redbeard for control of the Black Fortress. I want this fight to be soul-crushing, but, with great skill, preparation, and luck, winnable. This is an extra-difficult target to hit. Making something almost impossible is hard. Still, I think I'm getting close.

Bug Fixing and Getting the Game Stable

Of course, this should happen. Now that the game is mostly done, I am getting to the point where everything has been tested and is basically playable. Now that I am trying to actually release the game, I am trying to get it to the most stable, functional point I possibly can.

It's tricky, because Avadon has a lot of player decisions that can make big changes in the ending. Fortunately, my industrious beta testers are doing a great job of trying out all the different possibilities.

This is actually a much more complicated process than it sounds. You see, whenever I make a change, even the most seemingly tiny, innocuous change, there is a chance that I just broke everything.

Games Are Like Giant Cubes of Jello

One of my favorite books on software development describes an unshipped piece of software as a ten by ten by ten foot cube of jello. When you finish it, it is wobbling and shaking. Then, slowly, the vibrations stop and it becomes stable. However, whenever you poke the jello, it starts to wobble again and it takes a long time to become still.

Avadon is a huge cube of jello that is wobbling like mad. As testers play it and don't find serious problems, it stops wobbling. When I make a change, any change at all, I poke it. When the jello is almost still, I go, "OK, I will release the game ... NOW!" and hope it isn't broken. This is how the process works at its best.

So fixing bugs now is a process of triage. When I get a bug report, I think, "Is this serious enough to risk fixing it, bearing in mind that my fix might completely mess up the game?" As we get closer and closer to the ship date, more and more minor issues get kicked off to the v1.0.1 release.

If you've ever wondered why games ship with bugs, this is part of the answer. There is no excuse for releasing a broken game. However, small flaws are always tolerated in order to avoid disaster. Perfection is for v1.0.4.

So Back To Work

If you've been reading these diaries, thank you! I hope I made Avadon sound interesting, and I hope the game is to your liking. It's been a very long road. I've put a lot of myself into this game, and it really is the sort of game I would want to play. Thus, if it turns out to be a failure, I'll have a lot of thinking to do.

Thanks for reading, and I'll see you on the flip side!

Thursday, November 4, 2010

Avadon Developer Diary #4 - The Character Classes


Avadon: The Black Fortress, our next game and the beginning of an all-new series, has been in beta-testing for a while. It's been a grueling process. Testing a new game with a new engine is a lot of work, because basically everything in the game is broken. Happily, we've worked through the worst of it, and Spiderweb Software is still on track to release the game for the Mac in February.

For this developer diary (the others are here, here, and here), I wanted to write about the four character classes in Avadon. What they are, what they are like, and why I made them the way I did. Since this is the very first time I've written a class-based system, I put an awful lot of thought into the classes. I wanted each to have a distinct feel, but I want you to be able to complete the game with any mix of them.

Since I don't want the game to have too much healing, all classes needed to be able to protect themselves in some way. Since any combination of them needed to be able to win, I wanted them all to be able to produce a bunch of damage when necessary. And since I wanted them to be distinct, each of them needed to be able to do something unique and, hopefully, interesting.


So here they are. I will give the name of each class, the official, in-game description, and what I was thinking when I put it in.

Blademaster
"A blademaster is a true warrior. He is most comfortable in a massive suit of plate armor, wielding a sword and shield or a huge halberd, striding boldly into a crowd of foes and sending them flying with mighty blows. Blademasters are not subtle."
I've tried to stay away from some elements of the standard RPG archetypal class roles: the healer, the crowd control guy, the DPS, etc. But I do like tanks. I like the feeling of having big beefy warriors who stand tall and bear the brunt of the enemy attacks while the other characters stay back and do awesome things. It's not necessary to have a tank in Avadon, but it is a cool option for those who want it.

Blademasters can also stun foes if you get overwhelmed, and they do have the ability to heal themselves. Though they are tanks, I gave them the ability to stun and fling around foes as well to give playing them some variety.

Shadowwalker
"The shadowwalkers are warriors of the shadows. They count on cunning and evasion, slipping through the guards of their enemies and delivering lethal blows. They can attack with blades, thrown razor disks, and pots of noxious and deadly alchemical substances. And then vanish into thin air."
OK, I'm not going to deny or hide the perfectly obvious. Shadowwalkers are suspiciously similar to ninjas. I wanted a character type that was fragile but could inflict a ton of damage in melee and had all sorts of cool tricks. That narrowed it down to ninjas and pirates, and I though ninjas fit better. This is, in come ways, a real pandering, fan-service sort of move, but it has its reasons.

This is my favorite class because of the cool tricks it can do. My favorite are the abilities that let you teleport and stun enemies with smoke or leave a decoy of yourself behind to trick foes. Introducing teleportation into my games has caused some tricky programming issues to deal with, but it's worth it.

And, to be honest, whenever I need to design something in one of my games, my first instinct is to do the thing I would most enjoy if I was playing. That is a compass that has almost never led me astray. And so, when I had the idea of fitting a ninja-type into the world, I was, like, "Yeah! Cool!" It's neat, and it adds a little bit of silliness to a world that sometimes threatened to be dark and serious.

Also, when I write a game, I try to include some elements that appeal to young, energetic fans. For example, the Geneforge series had a lot of in-depth politics and difficult, wrenching, role-playing choices. However, a lot of people bought the games because they liked the idea of having an army of fire-breathing dinosaurs. Avadon does not have fire-breathing dinosaurs, but it has elements of similar, simple fun.

Shaman
"The shaman has dedicated her life to nature, and nature, in return, has rewarded her with great power. She can use her connection to the wilds to heal and bless her allies. And, when angered, she can call wind, lightning, and fire to devastate those who challenge her. A shaman is rarely alone. She can call wolves or, eventually, drakes to serve and protect her. Also, she has the unique ability to heal wounded allies."
I wanted a character who could summon pets, and I wanted a character who had a few healing spells. Those two abilities fit very naturally with the shaman idea, especially since I'd already decided that a large swath of the land of Lynaeus was still settled with fierce, tribal barbarians. The shaman is a class that can do a lot of useful things. Produce damage. Make a pet that can bite or hold off foes. Heal and bless allies. Curse foes. They definitely have the most unique flavor of the classes in the game.

It is worth pointing out, once again, that I am leavening the occasional grimness of the setting and seriousness of the drama with a lot of standard fantasy trappings. Ninjas AND barbarians? What? I've always enjoyed writing games that mix the high-minded and the silly.

Sorceress
"The sorceress has dedicated her life to the mastery of the arcane arts. Fragile in battle, she makes up for it with the ability to summon forth clouds of fire, lightning, or ice, obliterating her foes."
Nothing innovative here. It's not an RPG without a cannon, someone who can summon big ol' tornadoes of fire to wipe everyone out. Fragile, unarmored, but able to blast large areas of the battlefield with raw power. Plus, daze or charm foes, give powerful blessings, and so on. Just keep her a safe distance from the monsters.

I don't feel guilty about having some of the classes be very straightforward and what people are used to in RPGs. I want players to have the option to stay with what they are familiar and comfortable with. The fireball-flinging magic user became a fantasy archetype for a reason.

So Those Are the Classes

Your party will usually have three characters: Your main character, and two others selected from the four helpers available to you, one from each class. (And each with his or her own personality, opinions, and goals.) I've tried to make a good mix of familiar and unusual, combat and melee, with a bit of blatant (but fun) fan service thrown in. I still have months of balance work ahead of me to make sure each class is distinct, useful, and fun, but so far, in practice, the system seems to be working very well in practice.

One Final Note On Gender

I have already received complaints because the two melee fighters are male and the two spellcasters are female. Some want female warriors and some want male casters, and they are unhappy. I can understand their irritation.

The sad truth is that this came about due to limited time and resources. Making the art for the four sorts of PCs already consumed a huge amount of time, even just making one gender per class. When we start work on Avadon 2, one of the first things we hope to do is to make female blademasters and shadowwalkers and male shamans and sorceresses. Until then, certain sacrifices had to be made in the hope of a timely release.

Thursday, September 30, 2010

Spiderweb Software's Fifteenth Birthday Sale!

(This is the official press release for our fifteenth birthday sale. I'm posting it here because it's funny. Also, shameless self-promotion and all that.)

Spiderweb Software's Fifteenth Birthday Sale!

It was fifteen years ago that fledgling Indie game developer Spiderweb Software released its first game out into the wild. This was, by game industry standards, a long time ago. Back then, small developers sold something called "shareware." The World Wide Web barely existed. People took photographs on "film." Cell phones were the size of loaves of bread. Also, dinosaurs ruled the Earth.

Yes,  the past millennium was a dark and confusing time. And yet, we prevailed, making many fine Retro fantasy role-playing games for Windows and Macintosh. And now we invite you to celebrate our continued survival by offering hefty discounts on the fruits of our labors. For the whole month of October, all collections of our games are 25% off, and everything else we sell is 10% off. CDs containing three or five deep, full-length RPGs, already sold at a discount, are now even cheaper!

So, whether you need a big pile of distractions from the recession and the cold, dark of winter, or you need a nice CD to give as a gift to a gamer friend, or you just like collecting shiny discs, we are eager to help.

Not convinced? Try out one of our huge, free demos.

And here's hoping for another fifteen years. With any luck, our 30th birthday e-mail will be sent out from inside our Pleasure Pod and will celebrate flying cars and the Cure For Death.

Wednesday, September 8, 2010

Avadon Developer Diary #3 - Character Classes and Kicking Butt


Time for another developer journal about the creation of the first game in an all-new series, Avadon: The Black Fortress. The first article was about the unusual way in which I first came up with the idea for the series, and the second article was about the long and dry process of choosing a mood and theme for the game.

Next came the fun part. The game system. The gritty details of the numbers and abilities and treasures and other things that help make role-playing games fun.

Designing a whole new game system is both fun and terrifying. It's a chance to do something new and exciting, but if you have too many changes your fan base will be angry. It's a chance to correct all the mistakes you made over the previous years, and then go and screw up in a whole new bunch of ways. And there are a lot of decisions to make. Lots and lots of decisions, and a lot of time spent balancing each one.

So, before I got too far, I had to make several big choices:

1. Class-based or skill-based system?


All of Spiderweb's games have had skill-based systems. All characters were able to train in the same pool of skills. Warriors could learn to cast spells. Wizards could learn to use a sword. It's worked very well.

And yet, Avadon will throw all that out the window. Avadon: The Black Fortress will have four character classes, each with entirely different pools of abilities. The classes are Blademaster, Shadowwalker, Shaman, and Sorceress, and each plays very differently.

Your party will have up to three characters. One will be your main character. The other two will be selected from characters in the game, each with their personalities and issues and each of which is one of the four classes.

Three party members. Four classes. Thus, you will always have to do without at least one of the classes. Also, sometimes the characters will be off doing their own business, so you will have to play someone else. Because of this, you will need to shift your tactics occasionally.

So why change? Why throw out a system that's been working great for fifteen years? The answer is: Because I thought it would be fun to write a class-based system.

That's pretty much it. After fifteen years, I need to occasionally try new things to stay interested and keep my brain fresh. Otherwise, burnout, writer's block, and disaster. I've played a lot of good games over the years with class-based systems, I had a lot of fun with them, and I wanted to write my own. And the classes match very well with the different cultures and nations of Lynaeus, so they will be an organic part of the world.

2. How much healing?

All of our games so far have followed a fairly standard computer RPG way of handling damage. Monsters do tons of damage. You have a tank to sop it up and a healer to heal, heal, heal. We've done this a lot. It's fine. But I think it could be more fun.

Instead, for combat, I've been a bit more inspired by the way Dungeons & Dragons and Dragon Age have handled healing. There is not much of it, and it's almost all from potions. Everyone in your party focuses on doing damage. You and the opponent wear each other down, and the first side to fall loses. There is some healing (from Shaman skills and consumable items) for long, tough fights, but combat is now more about being slowly worn down by many blows.

3. How Often Do You Need To Return To Town?

All of our games so far have required frequent trips back to town to rest. As you cast spells, you spell points fade away. Eventually you run out and need to either use precious potions or go back to rest. This system has its points, mainly because it requires you to conserve your power. But walking back to town to rest isn't that fun.

So in Avadon, you will need to return to town far less often. After battles, your health will return quickly. There are no "mana" or "spell points." Abilities will have cooldowns. When you use an ability, you won't be able to use it again for a certain number of turns.

However, as you use more demanding spells and abilities, your fatigue will slowly increase, and when it gets too high you can't use those abilities. However, fatigue really does increase slowly, and there are items that will revive you. The result: Far fewer trips back to town and more time having fun.

4. How Difficult Will the Game Be?

The opinions of my fans has been nearly unanimous on this point. Spiderweb games have gotten too hard. I am completely revamping game balance with this in mind.

The normal, default difficulty will not be tough. Unless you go picking fights with dragons, Avadon will be far less tough that previous games. At the same time, I will make sure that the higher difficulty levels push back at you.

There Are Some Basic Principles

These are the decisions I made early on, which informed everything that came after them. Next month I'll say more about the game system and the character classes.

Thursday, August 19, 2010

Being Nice Is Good Business.

One of the fundamental truths of writing single-player PC games now is that it's so easy to pirate anything that people will only buy your game if they want to. Which means that being honest and forthright and likable is a key business strategy.

For the fifteen years we've been selling games, we've had a suite of generous, customer-friendly policies. However, we haven't been clear and forthright about them. Some of them are only known to people who ask us for support privately. The others can only be found by hunting our web site. This is dumb. If you're going to the trouble to be nice, make sure everyone knows about it! So I wrote this little manifesto that will be prominently linked to on our site.


In you're an Indie developer and like one of our turns of phrase, please feel free to borrow it.


Our Spiderweb Software Promises To You

Spiderweb Software is a small company. We read all our e-mail, we love our customers, and if you are sad, we are sad. We're literally a Mom & Pop company, and we believe in the personal touch. So here are our three promises to you ...

1. No Obnoxious DRM!

Pirates exist. Sad, but true. But we won't let hatred of people who rip off our games drive us to annoy our paying customers.

When you order from us, you get a number you can enter into the demo to turn it into the full game. And that's it. No online authentication. No need to keep a disk in the drive.

If your computer dies and you need a new registration key? We're sorry to hear that, and your replacement is free. Register on the Mac and switch to Windows? A new key is free. Your child wants to play the game on his or her own machine? That's awesome, and an additional key is free.

2. Money-Back Guarantee!

If you don't like our game, we don't want your money.

We have a no-questions-asked One Year Money-back Guarantee. Game stops working? You wake up one morning and realize that it sucks? You decide that you hate us personally, and our adorable children too? Money back within one year.

You might think, "Hmmm. I wonder if people ever buy the game, play it through, and demand a refund." The answer is: No. This has never happened. You know why? Because our customers are awesome people.

3. Big, Free Demos!

Spiderweb Software has the biggest demos in the business. What's more, the demo is actually the full game. You just need to enter a key to unlock the whole story.

That means that you get a chance to play a bunch of game and make sure that 1. It works, 2. You are having fun, and 3. The retro graphics don't enrage you. If the demo works for you and is fun, you can buy the full game and be confident that it will still work and still be fun. And if it doesn't? Have we mentioned our Money-Back Guarantee?

We love that almost all of our customers played a demo first. It means we're earning our pay honestly. Because, again, If you don't like our game, we don't want your money.


Hopefully, we will come across and friendly and honest when this goes up on our web site. And the truth is, we at Spiderweb are pretty friendly, honest people. But make no mistake. At the heart of it, the reason we are putting this up is pure self-interest. Since being nice is a core part of our business plan, when we are nice, we will do it in a loud way.

Thursday, August 5, 2010

Avadon Developer Diary #2 - What Sort Of Game Will This Be?







Here is another long overdue developer diary for our next game, Avadon: The Black Fortress. These articles are about the ongoing process of developing our new series of games. The first installment was about the source of the idea and the basic framework of the plot, which came together fairly quickly.

We recently gave a long interview about Avadon, with a lot of information about the storyline and game system. If you haven't seen it already and want some hard information about what the new game will be like, it's a good place to start.

So I Had the Basic Idea

Now I needed to decide what sort of game I was going to write. So the next step was to decide on the theme, the mood, and the choices. This process took weeks of thought and is worth attention. It might be a little bit technical and vague though, so if you aren't interested in the artsy parts of game design, you should probably wait until the next part, when I get into the game system and the cool number-based hacky-choppy stuff.

Once I had the skeleton of a plot and setting, I think about how the game will "feel". What will the player be doing? How will I get the player emotionally involved? What gripping choices will the player make? You see, I make small budget games. Fancy graphics and sounds aren't going to happen. My main weapon is the ability to tell a good story, so I focus on that. For Avadon to succeed, I have to make it interesting. How do I do that?

The Theme - You Have Power. How Do You Use It?

So first, I need a Theme. This is a set of vague questions and ideas that determine the choices and quests the player will face. When I am designing a new area or town or set of characters, these are the questions I go back to for ideas and inspiration.

So you are a citizen of the Pact, five nations that have banded together to keep the barbarians and monsters at bay. And you work for Avadon, a secretive and powerful force that hunts down and destroys those who would disrupt the safety and stability of the Pact. Avadon's word is law.

Role-playing games work best when they are, at some level, power fantasies. You are a hero (or villain). You have power, and you get to choose how to use it. This has appeal to a lot of gamers, myself included. So the first step is to place the player in a position of power and responsibility. You need to protect your people, and you are given a lot of leeway for how to do it.

But there are also hints that your power is too great. Your word is law, and that isn't necessarily a good thing. Well, it's great for you, but not so hot for everyone else.

Maybe you want to play a thug or a bully. Or maybe you want to resist the temptation to misuse your power, which is satisfying in a different way. And the story of Avadon is about all of the same sorts of choices. Avadon can do what it wants. Will you guide it to do the right thing? And, for that matter, should a group with so much power exist?

That is the theme. Power. The option to misuse it. What will you do?

This is a theme I go back to a lot. I think it leads to interesting games, and a good theme makes coming up with ideas and writing dialogue a lot easier.

The Mood - How Does the Game Feel? Light or Dark?

The next thing to decide is how the game will "feel"? Will it be dark and grim? Bright and cheery? Will there be humor? Will there be detailed descriptions of horror and chaos? How many nice people die?

Based on the theme, Avadon could go very dark. Mass Effect 2 dark, easily. But I decided early on that I don't want that. I like writing humor, and I think games that are too unrelentingly grim aren't very fun.

I decided that Avadon will have a lot of humor and some areas that are fairly cheery. Some of the characters will actually be happy. Sometimes, you will be able to squish evil and make choices you actually feel good about. There will be more confused, cynical moments, of course, but a little of that goes a long way.

A lot of this will show up in Redbeard, the all-powerful master of Avadon. He has much responsibility and power, but I am making him a cheery character, with a lust for life, a macabre sense of humor, and someone who takes true delight in his reach and authority. This character will be the spine of the series, so I want him to be fun to write. And he is.

Of course, these are big games. That makes it easy to have some areas that are light and some areas that are grim. And I will. But, when you are laying down the whole plot, knowing what mood you want at the start helps you get the balance of Neat! and Yuck! right.

The Choices - How Does the Player Change the World?

Finally, choices. I think the most important quality of my games, the thing that adds interest and keeps me interested in writing them, is the ability to make choices that affect the ending. Of course, I'm not the only developer that does this. Bioware is better at it than I am. But it is still something very important to me.

Happily, now that I have the setting and theme, the choice comes naturally. Avadon has almost limitless power, and it can use that power however it wants. Sometimes it uses it for the good of the land, but sometimes corruption sinks in. Avadon has many enemies. The player's choice will be whether to serve Avadon or reject it. Whether to work for Redbeard, master of Avadon, or fight him. Or even plot to replace him.

Choices like this make writing a game much easier. Whenever I design an area and the conversations in it, it provides me a North Star to sail toward. I always skew the choices and conversations toward that final choice, the final destination.

And Then I Have To Write a Game

All of this is a little vague and metaphysical, I know. It is supposed to be. This is all stuff that has to get settled before I write a single line of code. It takes months of thought. But when I'm lost in the wilds, when I have a thousand bug reports and fifty dungeons to design and I'm going crazy, that is too late to figure out what I want the game to be like. I need to put firm clear principles in place so that, when I am exhausted and distracted and just trying to wrap the game up, I have as many questions already answered as I can.

The next diary will be about the next step, the game system, the actual nuts and bolts mechanics of what the game will be like.

Thursday, June 3, 2010

Avadon Developer Diary #1 - Where Ideas Come From.

Last week, after six months of hard work, we were finally able to announce Avadon: The Black Fortress to the world. Avadon is our next, all-new, Indie fantasy role-playing game. And, hopefully, trilogy. We're really excited about it. It's the first time in quite a while that we're doing something really new, and these monthly development diaries will say a bit about the new series and the ups and downs of making it.

So, for the first post, I wanted to write about where the idea came from. I am often asked where I get my ideas. So, if you ever wondered, here is one answer.

The First Idea

About three years ago, I saw that the Avernum and Geneforge series were drawing to a close, and I needed to come up with something new. This was, of course, both exciting and terrifying. Coming up with an idea that will determine the course of years of your life (and possibly put you out of business) is a stressful process.

About this time, my wife and I went to see a Hungarian one-act opera called Bluebeard's Castle. I am normally not a fan of opera. Exactly the opposite, in fact. But some friends had cheap tickets, and we had babysitting, so, you know, whatever.

And what was it like? Well, I will quote Wikipedia.

"The basic plot is loosely based on the folk tale of Bluebeard, but is given a heavily psychological reworking—some would say psychoanalytic or psychosexual"

So you know it was a totally fun time. As far as I'm concerned, an evening out is a failure if it doesn't involve the word "psychosexual."

Anyway. The opera is about Bluebeard, this incredibly scary guy who lives in this huge, dark castle. He brings home his new, young, pretty wife and is showing her around. His castle has seven doors, and he unlocks and opens them for her one after the other. Each door looks out onto some cool room or vista. Some open onto treasures. Others onto subterranean realms. Or far-away lands. (So this is already sounding like a Paper Mario game.) When each door is opened, they sing about it. At length.

So then they get to the last door. Bluebeard refuses to open it. His wife begs for him to. He refuses. This goes on for a while. Finally, Bluebeard gives in and opens the door. Bluebeard's other wives (!) walk out silently. They take his new wife and pull her through the door, which closes behind them. Bluebeard sings about how sad he is. Opera ends. Very psychosexual.

So I'm sitting there watching this, and what I'm thinking is this: Who is this Bluebeard guy? He's very powerful. Very rich. Has a castle full of magic doors. He mentions how he has great influence with the court. What's his deal? Where did all that wealth come from? What does he use those portals for? What is his day job?

And here was my idea. He's a warrior. Or an assassin. Or a spy. He can go wherever the king wants, and do whatever needs doing. Something needs to be found out? Some rebel needs to die? That's what Bluebeard does, and he is well paid for it.

Turning a Glimmer Into a Game

These ideas bounce around in my head for a few years, getting massaged into a more video-game-friendly form. And that brings us to Avadon.

In Avadon, the land of Lynauus is split in two. There is the Pact, an uneasy alliance of five nations, banded together for safety. On the other side is the Farlands, the enemies of the Pact, barbarians and monsters and old, crumbling Empires, kept weak and divided. But they long to get their revenge on the Pact. To put together armies and destroy these upstarts.

And the Pact is protected by Avadon. Avadon is a fortress in the wilds, a law unto itself, separate from the government. Its warriors are tasked to find problems when they are small and do whatever it takes to remove them. Avadon is ruled by Keeper Redbeard, the smiling, jolly, utterly ruthless master of the Black Fortress. He has been in charge for sixty years, though he doesn't appear to have aged a day.

As the game begins, you have just arrived at Avadon's gates. And you have found that, after decades of steely, unbroken control, things are going terribly wrong. Redbeard wants to see you. He needs a pair of fresh eyes, and it is a bad idea to disappoint him.

And that is where the new series came from. Over the next few months, I will say more about the world and the gameplay itself.

Monday, May 31, 2010

Just Announced - Avadon: The Black Fortress.

We have finally, after six months of hard work, gotten our new fantasy RPG series to the point where we can announce it to the world. It will be Avadon: The Black Fortress.

You can now see the screenshots and first details of the story. In the nine months or so it will take to finish the game, we will also be putting monthly development diaries up. That will give nice little breaks from my ranting.

Hope it looks interesting, and we'll have a bunch more information soon.

Friday, February 26, 2010

Avernum 6 For Windows Released

We have finally released Avernum 6, the final game in the Avernum saga, for Windows. The game has been a huge success for us on the Mac end, and we're very happy to finally have it available for all of our customers. If you like huge, Indie role-playing games with a retro flair, you could do worse than to check it out.

Having worked on this storyline for fifteen years now, it feels weird to bring it to an end. And liberating, too. I am making a whole new game world, game engine, etc., and I hope to blog about the ins and outs of that process plenty in the next year.

Edit: By the way, prior experience with the Avernum games is completely unnecessary to enjoy Avernum 6. I figured out early on that sequels should always provide easy entry for new players. Especially when they have a number as high as 6 after the name.

Thursday, December 31, 2009

Listen to Me Talk.

The Active Time Babble podcast at 1up.com has a new, long interview with me. There's a lot of stuff about Avernum 6 and a few tidbits of information about the new game I'm working on. Just the thing to help you not work.

Monday, November 30, 2009

I Released A New RPG For the Mac

Spiderweb Software just released our newest game for the Mac, Avernum 6. And when I say Just Released, I mean I made it available about ten days ago. I haven't blogged about it yet because I am really, really terrible at PR.

But this isn't the worst of it. I am sending press releases to web sites today too. Why didn't I send them a week ago, like a sensible business owner? I forgot.

I mean, it's sort of expected that programmers and designers aren't so great at PR, but sometimes I'm amazed that I remember to breathe.

Anyway, Avernum 6. Despite my efforts, it is doing very well. So far, it is selling better than Avernum 5. Which sold better than Avernum 4. Which itself sold fantastically well. So I am pleased about that.

And yet, I have a lot of angst, because it is the last Avernum game. Avernum games have always been our best sellers, so it pains me to drop it, but, if I don't start doing new things soon, I will go mad. So I have to step off the sequel-train for a while for my mental survival's sake.

(Though, actually, I have a really cool idea for Avernum Zero. Basically I one-off prequel set in the years before the first game. Maybe in four or five years, if I think I can come up with something actually good, I'll go back to the well one more time.)

My main source of stress for Avernum 6 is system performance. I recently switched to more elaborate graphics that require hardware acceleration. This means that older machines and machines with quirky or flawed video hardware are falling off the back of the train. These people tend to make sure they let me know just how much they hate me and feel betrayed by me before they go. This tends to be accompanied by cheap shots about how graphically undemanding my games should be. Yeah. Right. Because throwing pixels all over your 1900 x 1200 monitor 30 times a second stops taking processor power just because it's not in 3-D. Look, I am a Cool Indie Developer, but I still have to obey the laws of physics.

On the bright side, Avernum 6 looks so much nicer than any game I've ever released. I went back and rerendered all of the icons, added shadows, and moved to a different system for storing and drawing icons. It does require more power, though I think the results are worth it. I really do need to move forward sometimes to keep engaged in the process. And many of my beta testers used Mac G4s, so I know the game can run on old machines. Not super fast all the time, but it works.

Anyway. New game. Bad at PR. I suck at programming. That is a good summary of the process. If you like Indie RPGs and have a Mac, I hope you give it a try. If you like Indie RPGs and run Windows, I'll have something for you in March.