<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Mandible Games &#187; Interface</title>
	<atom:link href="http://www.mandible.net/category/interface/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mandible.net</link>
	<description>The Mad Ravings of Zorba</description>
	<lastBuildDate>Sun, 29 Jan 2012 11:24:11 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=</generator>
		<item>
		<title>The Complexity Budget: Anno 2070</title>
		<link>http://www.mandible.net/2011/12/29/the-complexity-budget-anno-2070/</link>
		<comments>http://www.mandible.net/2011/12/29/the-complexity-budget-anno-2070/#comments</comments>
		<pubDate>Thu, 29 Dec 2011 22:05:46 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Complexity]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Interface]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=549</guid>
		<description><![CDATA[I've been spending a lot of time thinking about complexity. I've also been spending a lot of time playing Anno 2070. Let's start with Anno 2070. The game industry is fickle and deadly. Franchises appear out of nowhere, make it big, and instantly fall on their own sword, only to be resurrected in a sort [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2011/12/29/the-complexity-budget-anno-2070/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=549" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>I've been spending a lot of time thinking about complexity.</p>
<p>I've also been spending a lot of time playing Anno 2070.</p>
<p>Let's start with Anno 2070.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/12/ANNO-20703.jpg" title="Shiny!" width="650" height="401" /></center></p>
<p>The game industry is fickle and deadly. Franchises appear out of nowhere, make it big, and instantly fall on their own sword, only to be resurrected in a sort of grisly undead state years later when some publisher realizes they still own the rights. The surviving franchises are either mutated out of recognition within a few years or exploited beyond all sanity. The Anno franchise is an exception. Anno 1602 was released way back in 1998, and it's been followed by four major sequels, two spinoffs, and an expansion pack. Despite this 13-year history, the core game mechanics are unchanged since the very beginning, which makes it absolutely perfect for this discussion.</p>
<p>Unfortunately, I've only played the most recent two games. I'm sure I could say a lot of fascinating things about the entire series of five games, and maybe someday I will, but that's not today. So, instead of talking about the Anno series as a whole, I'm going to talk about the changes between Anno 1404 (known in the US as Dawn of Discovery) and Anno 2070.</p>
<p>Anno is a citybuilding game. There's combat in it, but very little &#8211; the core game mechanic is about building a really big city with a whole lot of people and industry. Now, in most games, you'd expect that a city would need a lot of workers in order to run factories and farms. Anno doesn't work that way. Production buildings work whether or not you have people, but they cost money to run. Houses, meanwhile, do only three important things. First, they unlock new technologies and new buildings, based on your population type and your population count. Second, they give you money in taxes, which is needed to keep your cashflow positive and your production functional. Third, they consume the output of those aforementioned production buildings. Playing Anno isn't about balancing Residential, Commercial, and Industrial zones, then watching people move in, it's about building a ton of houses and then trying to keep them fed when they start demanding eighty tons of pasta every minute. And you're the one in charge of the pasta.</p>
<p>(All goods in Anno are measured in tons. This makes perfect sense when talking about wood, coal, or oil, less sense when talking about pasta or glass, and very little sense when talking about diamonds, lobster, or marzipan. You get used to it.)</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/12/screenshot0002.jpg" title="Less shiny." width="650" height="367" /></center></p>
<p>For a game that's all about production quantities and production chains, Anno 1404 provides very few tools to keep an overview on your industry. In fact, until midway through the game, the only way to count your buildings is to do it manually. To make matters worse, Anno 1404's tech trees can be complicated and interdependent, and figuring out the proper building quantities requires that the player either do a lot of math by hand or use tools.</p>
<p>For example: To run a a wine press at full capacity requires three vineyards, one barrel cooperage, 2/3 of a lumberjack hut, half an iron smelter, half an ore mine, and half a charcoal burner's hut. An Optician's Workshop at full capacity requires 3/4 of a quartz quarry, 3/4 of a copper smelter, 3/4 of a copper mine, and half a charcoal burner's hut. A Redsmith's Workshop requires 1.5 candlemaker's workshops, 2 apiaries, 1.5 hemp plantations, 3/4 of a copper smelter, 3/4 of a copper mine, and 2 charcoal burner's huts. Now: If you want four wine presses, five optician's workshops, and three redsmith's workshops, what buildings do you need?</p>
<p>The answer is "I have no bloody idea, let me alt-tab out to check my Excel spreadsheet".</p>
<p>Even worse than <i>that</i>, however, is the fact that the game doesn't tell you these ratios. I had to look them up. The early tutorial gives you some of the basic ratios &#8211; "you will need two hemp plantations for every weaver's hut" &#8211; but the complicated stuff has to be determined either by trial and error or by looking it up on a wiki.</p>
<p>Anno 2070's solution to this is . . . incomplete, but an improvement. First, the very first buildings you can construct in Anno 2070 give you access to an easy building-counting station. Apparently they decided that counting buildings manually was boring.</p>
<p>I'm going to pause here, because that last line is the crux of this entire entry. <i>They decided that counting buildings manually was boring.</i> Got a boring mechanic? Take it out! We don't want that here! Every time you get the player to stop doing something that's boring, the player will have more time and more intellect available for things that are interesting. Counting sucks -> get rid of counting.</p>
<p>But they <i>didn't</i> think that calculating building numbers was boring. Now, it's obvious I disagree with this assessment, but I strongly suspect this was an intentional choice of theirs. You can't spend 13 years developing a franchise based around an accidental game mechanic. They also don't seem to think that production numbers are something they need to show. It'd be easy enough for them to do so. As it is, a chunk of the Anno community spends time figuring out the actual production numbers, which the rest of the community embeds into utility programs and the like.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/12/anno2070-002.jpg" alt="" title="Greeeeeeen." width="650" height="401" /></center></p>
<p>Counting isn't the only interface improvement in Anno 2070. I've mentioned "production buildings", but really there are two important and unique kinds of production buildings &#8211; factories and farms. Factories take up a fixed area of land. Farms include a farmhouse, which takes up a small area, and then some number of farm plots &#8211; frequently larger than the farmhouse, and always more numerous &#8211; which have to be near the farmhouse. Through sheer bulk, the farm plots end up dominating your industry in terms of size, and you spend a good deal of the game time trying to lay out farm plots efficiently.</p>
<p>In Anno 1404, this is somewhat difficult. Farmhouses have a circular zone that you can place plots within, and there's a bit of latitude in how far outside that zone the plots are allowed to go. However, if your farm plots go too far outside the farmhouse radius, they'll produce slightly less efficiently. Remember the mess up there about building production quantities? Imagine if a few of your hemp workshops were running at 90% efficiency. Yeah. You don't want that. To make it even more complicated, some of your farms need to be within range of a water-producing building, which has its own circular radius. To make it even <i>more</i> complicated, you get further bonuses by having overlapping water-producing buildings.</p>
<p>Anno 2070 simplifies things considerably. First, there's no longer such a thing as a water-producing building. Second, while the farm plots still have to be placed nearby, and while the latitude still exists, farm plots placed "close enough" count 100%. Always. You can still be clever and place plots slightly outside the circular range . . . and now that's totally okay! There's no downside! It's just a little extra flexibility you have with placement.</p>
<p>The important thing to realize about complexity is that it's not simply a matter of increasing or reducing complexity. We're not talking about making a decision between Cow Clicker and Paradox Interactive's insane wargame simulators. This is all a matter of <i>moving</i> complexity. I'm going to use the term "complexity budget" &#8211; you have only so much space for complexity (both in your game design, and in your poor player's brain) and you have to spend it wisely. Anno 2070 took some of the complexity out of farm placement, which meant they had complexity to spare, which meant they had complexity to <i>spend</i>. And spend it they did!</p>
<p>Anno 1404 has several farm variations. The most common farm is the one that has four 3&#215;4 plots. Later, you find a farm with eight 2&#215;3 plots, as well as the behemoth Cattle Farm that has five 4&#215;4 plots. But that's as weird as it gets &#8211; with the exception of the eight 2&#215;3 plot building, every farm has between three and five plots, sized between 3&#215;3 and 4&#215;4.</p>
<p>Anno 2070 goes <i>absolutely insane with farm layouts</i>. Early buildings have a mere two 3&#215;4 plots. The Fruit Plantation has eight 3&#215;3 plots. The Corn Farm requires nine 3&#215;6 plots. 3&#215;6? What the hell is 3&#215;6? And <i>nine</i> of them? Meanwhile, the behemoth Dairy Farm has <i>seven</i> 5&#215;5 plots, making it by far the largest and most irritating structure in the game.</p>
<p>This, right here, is what I mean by the complexity budget. Anno 1404 spent a bunch of complexity on the difficulty of placing farm plots correctly. Anno 2070 threw away that complexity and replaced it with the difficulty of aligning farm plots in efficient patterns. 2070's Dairy Farm would simply be a nightmare to deal with in the world of 1404. With 2070 logic, it's certainly challenging, but it's nowhere near as horrifying as it could be. Moving the complexity out of one area of the game allows you to move it into another area without actually making the game more difficult to deal with &#8211; and if you're clever, you've moved it into a more <i>fun</i> location.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/12/Anno-2070-thumb07.jpg" alt="" title="Look at all the things you can do!" width="650" height="401" /></center></p>
<p>2070 moves complexity around in a few other directions as well, though I'm going to go over these quickly. Compared to 1404's Patricians, 2070's Executives are easy to keep happy. The Patricians gain a whopping six new demands at the end of the game, while the Executives only acquire two. But while 1404 has two population types &#8211; one complicated type with four stages, one simpler type with two &#8211; 2070 has <i>three</i> population types, two with four stages and one with two. The end result is that you spend far less time clawing your way up through the final stage and far more time watching your population upgrade. If 2070's four-stage populations had the complexity of 1404's four-stage population it would just be intimidating.</p>
<p>Finally, 2070 does have a replacement for 1404's water mechanic, but it's a simpler island-wide mechanic. Instead of overlapping circular water radiuses, you can change the ecology of the entire island, anywhere from a polluted hellhole into a glorious green paradise. It's a heavier-weight mechanic &#8211; instead of being a little localized effect on certain farms that you can ignore if you don't care, it's something you can and probably will put a significant amount of effort into &#8211; but it also has big and, more importantly, <i>predictable</i> results. It's not quite as complicated and minmaxable as 1404's mechanic but it's a lot easier to understand and has simpler ramifications through your supply chain. Anno 2070's water mechanic is made a running theme of the story and set, with a large amount of documentation explaining exactly how it works, while 1404's water mechanic is so undocumented and unintuitive that it's considered by some people to be an exploit &#8211; the developers have never fixed it through several major patches and an entire expansion pack.</p>
<p>So. Summary: 2070 takes 1404 and makes incremental improvements to it. They moved complexity out of some mechanics (counting buildings, finicky farm plot placement, water, complex population end requirements) and were able to use that space to add new mechanics (complicated farms, ecology, third population type). The game doesn't feel any more <i>complicated</i> than it did before, but most people seem to feel it's more <i>interesting</i>. Without removing the old things, it may simply have felt overwhelming.</p>
<p>Right now, I think this entry has gone on long enough by far. But we're not done with this subject &#8211; oh no, we have <i>quite</i> a lot further to go. We'll be posting more later.</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2011/12/29/the-complexity-budget-anno-2070/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=549" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2011/12/29/the-complexity-budget-anno-2070/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Dwarfs!? Dissection: The Fine Line of Gimmick</title>
		<link>http://www.mandible.net/2011/06/05/dwarfs-dissection-the-fine-line-of-gimmick/</link>
		<comments>http://www.mandible.net/2011/06/05/dwarfs-dissection-the-fine-line-of-gimmick/#comments</comments>
		<pubDate>Sun, 05 Jun 2011 21:31:15 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Dissections]]></category>
		<category><![CDATA[Interface]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=455</guid>
		<description><![CDATA[This is going to be a tough post to write. See, most of my dissections take the form "look, this is an excellent game, it is a lot of fun, let's talk about what it did wrong". Some of them are "I'm not sure what this is, but it's worth talking about". For the first [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2011/06/05/dwarfs-dissection-the-fine-line-of-gimmick/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=455" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>This is going to be a tough post to write.</p>
<p>See, most of my dissections take the form "look, this is an excellent game, it is a lot of fun, <a href="http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/">let's talk about what it did wrong</a>". Some of them are "I'm not sure what this is, but <a href="http://www.mandible.net/2008/07/27/locoroco-cocoreccho-dissection/">it's worth talking about</a>".</p>
<p>For the first time, I want to talk about a game I flat-out didn't like.</p>
<p>You're not supposed to do this as a game developer. You're especially not supposed to do this as an independent game developer while talking about an independent game, and I feel sort of bad about it. But we're doing it anyway because I have an important point to make.</p>
<p>Now, before we continue, a bit of a disclaimer. <i>Game preferences are very subjective</i>. The fact that I don't like the game does not, in any sense, mean that the game is bad. Also, I wouldn't bother writing about the game if I thought it was awful. I had a lot of hopes for it, and it <i>almost</i> works for me, it just shoots itself in the foot after about two levels.</p>
<p>So let's talk about Dwarfs!?. And, no, I'm not going to keep including the punctuation.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/screenshot1.jpg" title="Run, my minions! Fetch gems for the town hall!" /></center></p>
<p>Dwarfs places you in command of a town hall and a squadron of dwarves. The dwarves are mostly autonomous, mining semi-randomly in every direction. As they mine, they produce gold, which goes straight into your coffers. You can command dwarves to mine in specific directions, aiming them at caches of rare minerals and gems, but that costs the very same money they'd be mining for you, so it's a bit of a tradeoff.</p>
<p>The problem with autonomous mining dwarves is that they may mine in directions you don't want. The game field includes several unidentified caverns, which may be empty or contain gold. Worse, they might contain water or lava. Water spreads in all directions, drowns dwarves, and will eventually destroy your town hall if you permit it. Your only hope is to stop the water with a temporary wall (costs money), surround the dangerous cavern with unbreakable walls (which can be placed only on intact areas of the cave, and cost money), and then use explosives to create bottomless pits at every choke point before your dwarves blindly mine through the temporary wall again and release the flood. The explosives, unsurprisingly, cost money.</p>
<p>Lava works the same way, except it doesn't spread as quickly and it slowly burns through temporary walls.</p>
<p>Monsters will happily kill off your dwarven workers. For a fee, you can recruit dwarven warriors at your town hall, then give them instructions to go fight the monsters. You can also build outposts which allow warrior recruiting, allow mining dwarf recruiting, allow warrior training, and have a big cannon on the roof so you can launch your warriors around the map rapidly.</p>
<p>I've just described the entire game.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/controls1.jpg" title="shiiiiiiny" /></center></p>
<p>No, seriously. That's it. The whole thing. You've got one command you can give your dwarves ("move here"), four ways to interact with the world ("solidify", "explosive", "temporary wall", "build outpost"), and five outpost commands ("recruit workers", "recruit warriors", "train warriors", "launch warriors", "retrieve warriors").</p>
<p>Now, I don't mind minimalistic games. But they need to either polish that minimalistic game mechanic to a mirror shine (<a href="http://www.adamatomic.com/canabalt/">Canabalt</a>), ensure that all the "simple" game mechanics interact in complicated ways (<a href="http://www.desktopdungeons.net/">Desktop Dungeons</a>), or create varied and well-designed game levels for those simple mechanics to interact with (<a href="http://en.wikipedia.org/wiki/Super_Mario_Bros._3">Super Mario Bros. 3</a>, which was admittedly not minimalistic by the standards then, but sort of is now).</p>
<p>Dwarfs, unfortunately, does none of these. It feels empty and cluttered, simultaneously. As I was playing, I kept running into these difficult questions that I had no good answer for. Why are there both lava and water, when they behave so similarly? Why do dwarves have levels? Why does dynamite require a dwarf to trigger it? Why are there travel instructions that tunnel through walls, but no way to say "travel to this destination as fast as possible, don't bother tunneling unless you have to"? Many of these features feel less like gameplay mechanics and more like click consumers.</p>
<p>Which is what I was mulling over until I ran into this level:</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/instructions2.jpg" title="I've achieved the impossible: an image that is both decorate and useful." /></center></p>
<p>And suddenly it all made sense.</p>
<p>Dwarfs isn't a strategy game, and it's not a tactics game. Dwarfs is a micromanagement game. All those mechanics that I called "click consumers"? That's exactly what they are! The game isn't about optimizing the movement of your dwarves, or building a cave structure, or building an army. The game is about making as many points as possible in the shortest period of time as possible. Optimal play means speeding up the game as much as possible, and only slowing it down when doing otherwise would cause you to lose. Practice, in this game, is maybe one third strategy, and two thirds simply clicking faster.</p>
<p>Now, again, this isn't necessarily a bad thing. This is similar to why I don't play Starcraft II and I'm never, ever going to claim that Starcraft II is a bad game.</p>
<p>But I also don't think it makes for good gameplay. If the difficulty is in micromanagement, then the player is left playing the interface. Take Dwarfs, and add a "route automatically through tunnels" option, and the game gets easier. Add a "automatically dispatch dwarf to trigger dynamite" feature, and the game, again, gets easier. Take Civilization and add whatever pure UI change you want and the game is left unchanged. When I'm playing a game, I want to play the <i>game</i>, not the <i>UI</i>, and Dwarfs is all about playing the UI.</p>
<p>If you look through the campaign levels, this becomes increasingly obvious. The game contain a tutorial plus five "campaign" levels. The tutorial is about what you'd expect (and is admittedly well-done), but the campaign starts gimmicky and ends gimmicky.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/points2.jpg" title="Play the game normally. Also, it's part of the Campaign." /></center></p>
<p>In order:</p>
<p>To Battle!: Defeat a number of enemies with a small squad of warriors. There's no standard mining in this battle, it's solely about choosing the right group of enemies to fight next, with a bit of micromanagement if you want the best result.</p>
<p>Castastrophe: You start on a map with at least a dozen pools of water and lava about to be breached. Survive for several minutes. Again, there's no standard mining, it's just learning to <i>very quickly</i> deal with all the mining disasters.</p>
<p>To The Point: The screenshots provided above. Get a number of points within a strict time limit.</p>
<p>The More The&#8230;: Create a large number of dwarves within a strict time limit. Again, this comes down to "hold the speed button as much as you can", with a slight emphasis on building outposts (which you can avoid in earlier levels.)</p>
<p>Godspeed: Survive for several minutes with a Speed button that is never released.</p>
<p>None of these missions introduce significant new mechanics. The first two are gimmicks where a large chunk of the gameplay mechanics are removed, without any new gameplay mechanics added. The latter three are "play the game quickly", and aside from a slight difference in scoring on "The More The&#8230;", are essentially "hey, go play the game".</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/lava.jpg" title="If you ever find yourself saying this, then maybe you shouldn't be saying this." width="679" height="511" /></center></p>
<p>The game <i>also</i> includes a handful of variant modes. Rush Mode, in which dwarves spawn faster. Dark Mode, in which the board is blacked out and you can only see where you've dug. Sandbox, where you can create cave layouts and spawn monsters and dwarves at will. And, finally, a Tower Defense mode. Now, to me, these feel like old development experiments and tools, not fleshed-out game features. The "Sound Test" of modern games.</p>
<p>Sometimes, I complain about games because I don't think they figured out what they wanted to be. I don't think that's what happened to Dwarfs. I think the real issue with Dwarfs is that they had a game in mind, and they made the game, and then instead of polishing their base gameplay to a mirror finish, they threw in a bunch of other features for the people who didn't like their base game mechanics.</p>
<p>And while many may like those game mechanics . . . I will admit that I don't, and the rest of the game doesn't save it for me.</p>
<p>I'll be watching for the next thing the developers do, because it's clear they're skilled, but I'm not going to be playing any more Dwarfs.</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2011/06/05/dwarfs-dissection-the-fine-line-of-gimmick/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=455" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2011/06/05/dwarfs-dissection-the-fine-line-of-gimmick/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Nieuwe Aarde Postmortem</title>
		<link>http://www.mandible.net/2010/05/03/nieuwe-aarde-postmortem/</link>
		<comments>http://www.mandible.net/2010/05/03/nieuwe-aarde-postmortem/#comments</comments>
		<pubDate>Tue, 04 May 2010 00:22:55 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[Monthly Game]]></category>
		<category><![CDATA[Nieuwe Aarde]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=261</guid>
		<description><![CDATA[So. Nieuwe Aarde, that game I made for Ludum Dare in 48 hours. This is going to be one of the toughest postmortems I've written. What Worked Well, first of all, it's fun. I'm getting a lot of commentary saying that they enjoyed figuring it out and that they think it's an enjoyable game overall. [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2010/05/03/nieuwe-aarde-postmortem/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=261" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>So. <a href="http://www.mandible.net/2010/04/25/nieuwe-aarde/">Nieuwe Aarde</a>, that game I made for Ludum Dare in 48 hours.</p>
<p>This is going to be one of the toughest postmortems I've written.</p>
<p><b>What Worked</b></p>
<p>Well, first of all, <i>it's fun</i>. I'm getting a lot of commentary saying that they enjoyed figuring it out and that they think it's an enjoyable game overall. That's cool. I seem to have done a good job with the base game mechanics and the interface, I'm having very few people tell me that they simply couldn't figure it out.</p>
<p>The art, while not spectacular, is servicable and nonconfusing. The game feel is consistent. The tooltips work absolutely great for explaining the concepts.</p>
<p>I also appear to have nailed the difficulty. I've had a few complaints that it's way too easy, and a few complaints that it's way too hard, but the bulk seems to fall into the categories of "it's tough, but I beat it" and "it's tough, and I didn't beat it, but I think I could have if I'd put more time into it."</p>
<p>For doing it within 48 hours, it turned out <i>great</i>. Compare it to my <a href="http://www.mandible.net/2009/06/24/no-such-thing-as-too-many-guns/">earlier</a> <a href="http://www.mandible.net/2009/07/27/liberacion-de-fluffytown/">games</a> &#8211; I spent a third as much time on this one, and I think it turned out <i>better</i>. My tools are maturing like you wouldn't believe and I'm just getting faster and more skilled at this whole thing.</p>
<p>So, in summary, I made a good game.</p>
<p><b>What Didn't Work</b></p>
<p>The problem is that I didn't make the game I wanted to.</p>
<p>The original goal was Desktop Dungeons meets Seafarers of Catan. <a href="http://www.qcfdesign.com/?cat=20">Desktop Dungeons</a> is a clever small-scale dungeon crawler which is designed so that almost every single move is critically important. Sure, you can get a nice lead, but that lead can be whittled down rapidly by bad luck. Doing "as well as you can" is critical, every step of the way, and each time you click it had better be the right click.</p>
<p>Nieuwe Aarde doesn't succeed in that. You'll spend a large part of the game clicking "Work" over and over, for example. Clicking a few too many times? Totally okay! Building the wrong thing entirely? You can probably recover! There's very little that has to be timed exactly, and the game design itself isn't conducive to the sort of miniature puzzle where you're trying to scrape out the last little possible iota of advantage.</p>
<p>I still think it may be possible, but if I want to do it, I'm going to have to start from basics again.</p>
<p><b>The Bottom Line</b></p>
<p>I made a fun game, but I made the wrong game. I'm not really sure whether I want to call this a success or not.</p>
<p>On the other hand, I made a fun game. If this is failure, I wouldn't mind failing more often.</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2010/05/03/nieuwe-aarde-postmortem/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=261" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2010/05/03/nieuwe-aarde-postmortem/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Nieuwe Aarde</title>
		<link>http://www.mandible.net/2010/04/25/nieuwe-aarde/</link>
		<comments>http://www.mandible.net/2010/04/25/nieuwe-aarde/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 22:45:17 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[Monthly Game]]></category>
		<category><![CDATA[Nieuwe Aarde]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=254</guid>
		<description><![CDATA[The planet is dying. Monsters raise themselves out of the ocean monthly. The skies themselves blacken. You, and your civilization, have but one choice: amass enough magical power to leap across the starless void, to another, safer planet. But you're racing against time &#8211; every day the attacks get stronger. The planet is dying, and [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2010/04/25/nieuwe-aarde/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=254" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>The planet is dying.</p>
<p>Monsters raise themselves out of the ocean monthly. The skies themselves blacken.</p>
<p>You, and your civilization, have but one choice: amass enough magical power to leap across the starless void, to another, safer planet. But you're racing against time &#8211; every day the attacks get stronger.</p>
<p>The planet is dying, and it's taking you with it.</p>
<p><a href="http://www.ludumdare.com/compo/ludum-dare-17/?uid=1875">Ludum Dare competition page and voting</a></p>
<p><a href="http://www.mandible-games.com/release/NieuweAarde-1.1.exe">Windows</a> (<a href="http://www.mandible-games.com/release/NieuweAarde-1.1.zip">.zip</a> version available)<br />
<a href="http://www.mandible-games.com/release/NieuweAarde-1.1.dmg">Mac OSX</a> (10.6 or higher)</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2010/04/nieuwe_forge.jpg"/></center></p>
<p>Nieuwe Aarde was made for Ludum Dare 17, a 48-hour game development competition. Yeah, that's right, my normal week-long development process was compressed into two days.</p>
<p>Ouch.</p>
<p>The theme for this event was Islands, and so Islands is what I did! Nieuwe Aarde was inspired by Desktop Dungeons and Seafarers of Catan, and I feel like I've made a reasonably coherent little single-player strategy game with a whole pile of tooltips.</p>
<p>Postmortem up in a few days. Time to start on the next project!</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2010/04/25/nieuwe-aarde/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=254" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2010/04/25/nieuwe-aarde/feed/</wfw:commentRss>
		<slash:comments>20</slash:comments>
		</item>
		<item>
		<title>3.5 Hours Of Development</title>
		<link>http://www.mandible.net/2010/04/23/3-5-hours-of-development/</link>
		<comments>http://www.mandible.net/2010/04/23/3-5-hours-of-development/#comments</comments>
		<pubDate>Sat, 24 Apr 2010 05:40:44 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Interface]]></category>
		<category><![CDATA[Monthly Game]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=249</guid>
		<description><![CDATA[Thought I'd give you a quick peek of my next short project, as well as an idea of what this stuff looks like early on. I bet you want to know what those buttons do, don't you? Well they don't do anything whatsoever. You push them, they highlight, and then nothing happens. But this is [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2010/04/23/3-5-hours-of-development/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=249" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>Thought I'd give you a quick peek of my next short project, as well as an idea of what this stuff looks like early on.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2010/04/Novo_1272086930"/></center></p>
<p>I bet you want to know what those buttons do, don't you? Well they don't do anything whatsoever. You push them, they highlight, and then nothing happens.</p>
<p>But this is what 3.5 hours of development gets me. Tomorrow I'll hook the buttons up to work, and then see if the game design works. Might work. Might not. We'll see!</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2010/04/23/3-5-hours-of-development/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=249" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2010/04/23/3-5-hours-of-development/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GT Multitude</title>
		<link>http://www.mandible.net/2010/02/18/gt-multitude/</link>
		<comments>http://www.mandible.net/2010/02/18/gt-multitude/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 01:53:18 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[Monthly Game]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=220</guid>
		<description><![CDATA[I had an idea for a game design. It turned out to be . . . shall we say . . . dubious. Windows (.zip version available) Mac OSX (10.6 or higher) I'll just write up a postmortem here. The theme for this month was Rejection. The idea I had was to take some basic [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2010/02/18/gt-multitude/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=220" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>I had an idea for a game design. It turned out to be . . . shall we say . . . dubious.</p>
<p><a href="http://www.mandible-games.com/release/GTMultitude-1.1.exe">Windows</a> (<a href="http://www.mandible-games.com/release/GTMultitude-1.1.zip">.zip</a> version available)<br />
<a href="http://www.mandible-games.com/release/GTMultitude-1.0.dmg">Mac OSX</a> (10.6 or higher)</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2010/02/gt_multitude_screenshot.png"/></center></p>
<p>I'll just write up a postmortem here.</p>
<p>The theme for this month was Rejection. The idea I had was to take some basic swarming behavior, then make the creatures in the swarm gradually pay less attention to you. Your "livelihood" depended on influencing your friendly swarm creatures, and thus, as they ignored you, you'd die.</p>
<p>The problem with behaviors of this sort is that it's tough to accomplish both "interesting behavior" and "sufficiently controllable with the user". Even in the current version &#8211; the best balance I was able to get &#8211; some of the interesting swarm mechanics go away when the user gets close. I had some versions where the player was fundamentally unable to interact with the creatures in a predictable manner, I had some versions where the creatures essentially became mindless slaves of the user.</p>
<p>Fundamentally, I wasn't able to come up with any really interesting mechanics. Nothing I did was fun, and I didn't find myself enjoying playing my own game. That's a bad sign.</p>
<p>I don't think anything really went directly wrong with this &#8211; it was an experimental concept, and it didn't pan out. These things happen. Hopefully next month will be a little more successful.</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2010/02/18/gt-multitude/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=220" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2010/02/18/gt-multitude/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Save/Reload Tango: Destroyer of PC Game Fun</title>
		<link>http://www.mandible.net/2009/10/28/the-savereload-tango-destroyer-of-pc-game-fun/</link>
		<comments>http://www.mandible.net/2009/10/28/the-savereload-tango-destroyer-of-pc-game-fun/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 22:21:57 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Interface]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=196</guid>
		<description><![CDATA[I picked up a few neat games on Steam, and naturally that led to me picking up more neat games on Steam, and someone suggested I try out Dawn of War and that led to me grabbing a pack of like fifteen games including several I'd always meant to play and long story short I [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2009/10/28/the-savereload-tango-destroyer-of-pc-game-fun/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=196" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>I picked up a few neat games on Steam, and naturally that led to me picking up more neat games on Steam, and someone suggested I try out Dawn of War and that led to me grabbing a pack of like fifteen games including several I'd always meant to play and long story short I just tried out Stalker: Shadow of Chernobyl.</p>
<p>Stalker is a game about a man in the wastes of radioactive Chernobyl who has lost his memory. He wakes up with very few possessions to his name &#8211; a leather jacket, a pistol, a knife, and a seemingly Godlike ability to rewind the flow of time.</p>
<p>The developers didn't really intend that last one. But when they put in the ability to save and reload anywhere, that's pretty much what they ended up with.</p>
<p>But oh boy howdy is he a lucky man! Because, see, the wastes of Chernobyl are deadly indeed. For one thing, they're vastly radioactive, and a few steps in an unfortunate direction can pretty much instantly kill you. They're infested with mutant wildlife which possesses the ability to leap out of bushes and also pretty much instantly kill you. And if the wildlife doesn't get you, the bandits might. The bandits are unlike the other menaces &#8211; at close range they actually <i>do</i> instantly kill you.</p>
<p>And then you hit "reload", only this time, you know where the bandits are.</p>
<p>Theory: Unlimited saving of your game is the worst thing that has ever been invented.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2009/10/ikaruga02.jpg" title="This game would be much easier if you could save and reload whenever you wanted. 'Easier' is not 'better'." width="640" height="480" /></center></p>
<p>Alright. Not the <i>worst</i>. But it's well up there, and its grip on the PC gaming world is seemingly unshakable. Imagine the following series of events.</p>
<p>First, people start saving their game. Everywhere. Absolutely everywhere. Get out of a battle in good shape, save your game. Prepare to go into a battle, save your game. Run thirty seconds across the world, save your game. Take five steps, save your game.</p>
<p>Get out of a battle in <i>bad</i> shape, <i>reload your game</i>. After all, why cripple yourself? You'll do better next time. You can ace that battle. And you <i>will</i> ace that battle. And you'll ace the next one, too, with your excess of firepower. And the one after that. And then you'll go and complain on message boards <i>that the game is too easy</i>.</p>
<p>So what do the developers do?</p>
<p><i>Make the game harder</i>.</p>
<p>And suddenly a new player can't beat the game <i>without</i> doing the tango. Every battle is instant death. Every mission has to be done twice &#8211; once to scout, once to win. Every enemy outpost is a neon gravemarker, with words engraved upon, reading "Here, Jakob, Son of Smyth, Reloaded his Game Twyce before Going The Othyr Way, since Somehow he was now Psychically Aware of the Enemys."</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2009/10/xc2.jpg" title="Interesting fact: X-Com 2 was vastly harder than X-Com 1, mostly thanks to player feedback. The real reason X-Com 1 was too easy: a bug that disabled every difficulty level besides the easiest. Ironically, this bug was still not fixed in X-Com 2." width="640" height="400"/></center></p>
<p>Does <i>anyone</i> enjoy this? Anyone, anywhere, ever?</p>
<p>And this is not a hard issue to solve! It's <i>been</i> solved! Halo did it. Ratchet and Clank did it. Much more recently, Brutal Legend did it. In none of these games is it possible to lose, and in none of these games is it possible to do the save/reload tango. Death is handled by resurrecting you at the last checkpoint or at the beginning of the current mission. "Reloading" is equivalent to "dying" in that it drops you back to the same spot. In R&#038;C and Brutal you can always abort a mission, going back in time to just before you accepted it, and go do something else. You cannot <i>fail</i> &#8211; only <i>try again</i> &#8211; and thus there is no incentive to stepping your way through the game five perfect seconds at a time.</p>
<p>And I look at this simple elegant solution, and I cannot help but think: <i>why is this not used for every game?</i> Why are games still made where you are even <i>permitted</i> to save whenever you want? Why, when it is so vastly detrimental to game balance, when it is so positively and thoroughly inimical to <i>actual fun</i>?</p>
<p>What game mechanic does save-anywhere actually <i>allow</i>?</p>
<p>I still haven't come up with an answer to this.</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2009/10/28/the-savereload-tango-destroyer-of-pc-game-fun/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=196" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2009/10/28/the-savereload-tango-destroyer-of-pc-game-fun/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Mobius</title>
		<link>http://www.mandible.net/2009/09/28/mobius/</link>
		<comments>http://www.mandible.net/2009/09/28/mobius/#comments</comments>
		<pubDate>Mon, 28 Sep 2009 12:09:30 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[Monthly Game]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=172</guid>
		<description><![CDATA[Download installer here (advanced: zip version) I'm taking a pretty serious diversion from my previous game designs. Mobius isn't a sidescroller in any sense, and in fact, it's controlled largely using the mouse. We're into realtime strategy here, folks. Well . . . realtime tactics. Beyond that, however, I'm not saying a whole lot about [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2009/09/28/mobius/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=172" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.mandible-games.com/release/mobius-1.0.exe">Download installer here</a> (advanced: <a href="http://www.mandible-games.com/release/mobius-1.0.zip">zip version</a>)</p>
<p><img src="http://www.mandible.net/wp-content/uploads/2009/09/mobius_screenshot.png" /></p>
<p>I'm taking a pretty serious diversion from my previous game designs. Mobius isn't a sidescroller in any sense, and in fact, it's controlled largely using the mouse. We're into realtime strategy here, folks. Well . . . realtime tactics.</p>
<p>Beyond that, however, I'm not saying a whole lot about Mobius right now. Download it. Play it. Let me know what you think.</p>
<p>I'll follow up with a postmortem in a bit.</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2009/09/28/mobius/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=172" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2009/09/28/mobius/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Dead Space Dissection: Quick, Look Over There, It&#039;s Less Expensive</title>
		<link>http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/</link>
		<comments>http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/#comments</comments>
		<pubDate>Sun, 07 Dec 2008 00:20:06 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Coding]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Dissections]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[The Industry]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=121</guid>
		<description><![CDATA[Games, movies, and magic have one major thing in common &#8211; misdirection. Show people one thing, then indicate to them that they saw another, and usually they'll believe you. In magic, it's harder because they're trying to figure out what you're doing while you're doing it. In movies, it's easier because the person is really [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=121" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>Games, movies, and magic have one major thing in common &#8211; misdirection. Show people one thing, then indicate to them that they saw another, and usually they'll believe you. In magic, it's harder because they're trying to figure out what you're doing while you're doing it. In movies, it's easier because the person is really just going along for the ride. In games, it's <i>really</i> easy, because the player is being assaulted by zombies and doesn't have any attention to spare.</p>
<p>At least, they don't the <i>first</i> time they play the game.</p>
<p>The second time, they're probably paying a lot more attention to what's going on around them. The zombies attacking, yeah, sure, they're a <i>problem</i> &#8211; but we've dealt with them before. Let's look at the other things around us!</p>
<p>This is when they discover how careful the game is at showing you exactly what they want you to see, and keeping you from doing anything besides what you're supposed to.</p>
<p>Not supposed to go through a door yet? It's locked. Got a cutscene to watch? I can guarantee every door leaving that room is locked &#8211; even if you just came through it ten seconds earlier. You can walk through a door, have it lock behind you, and then have the <i>very same door</i> unlock the instant you're done with a cutscene or a movie. Happens all the time.</p>
<p>Sometimes they even force you to look in certain directions. Sometimes, this is to make you look at something you're supposed to see. Sometimes, this is to make you look <i>away</i> from something you're <i>not</i> supposed to see. In the first level, there's an exploding shuttle. I bet you remember seeing it explode, right? It was really cool? No! You didn't. Because you <i>can't have</i>. The camera is jerked away from it at the last second, and when you turn back to it, it's <i>already exploded</i>. You're carefully prevented from seeing the exact moment it explodes.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2008/11/ds2.jpg" title="This isn't something exploding. This is a giant monster. There's something exploding off-camera, but I'm not allowing you to see it. That's my story and I'm sticking to it."/></center></p>
<p>The reason for that, of course, is that animating something large exploding in a realistic manner is expensive and hard. It's easier to just <i>not show it</i>. And it works great . . . up until the person realizes what's going on and decides to try exploring the boundaries.</p>
<p>This is a common issue in games. There are a good number of games out there that pretend you're given choices, but actually prevent all choice. The Half-Life 2 series is a perfect example &#8211; the first time you play it feels like an exploration, but every time after that you realize, <i>hey, wait, I'm not allowed to go anywhere else! That exploration feeling was a ripoff!</i></p>
<p>I should mention that this is not necessarily a <i>bad</i> thing. The fact is that most people will never start a second playthrough &#8211; in fact, many people won't even finish the first. It's arguably kind of silly to triple your budget by making content that 95% of your users will never even see. (It's also arguably not. I'll post an entry about this someday.) But it does mean that going through the game a second time is kind of like being invited backstage at a live performance, or having the magician explain his tricks &#8211; all those cute things you noticed the first time turn out to be your own fevered imagination running a bit too fast.</p>
<p>Solution? There isn't one, besides solving the hard AI problem and writing programs that can generate content for us. Unfortunately, this is a ways off, and if we ever do solve it, we've put ourselves out of a job.</p>
<p>All I can say is: <i>be aware of it</i>, and try hard to keep the player from feeling constrained. At least, on the first playthrough.</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=121" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>D-Net 0.1.3.0 Release</title>
		<link>http://www.mandible.net/2008/05/14/d-net-0130-release/</link>
		<comments>http://www.mandible.net/2008/05/14/d-net-0130-release/#comments</comments>
		<pubDate>Thu, 15 May 2008 01:51:57 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[D-Net]]></category>
		<category><![CDATA[Interface]]></category>

		<guid isPermaLink="false">http://www.mandible.net/2008/05/14/d-net-0130-release/</guid>
		<description><![CDATA[New version of D-Net. I have to say, first off, that this is going to be one of the least interesting releases ever. There's basically nothing changed that you'll notice. What there is, though, is quite important. First off, I rewrote the build system entirely, in scons instead of make. This is entirely meaningless to [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/05/14/d-net-0130-release/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=68" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.mandible-games.com/release/download.php?v=win">New version of D-Net.</a></p>
<p>I have to say, first off, that this is going to be one of the least interesting releases ever. There's basically nothing changed that you'll notice. What there is, though, is quite important.</p>
<p>First off, I rewrote the build system entirely, in scons instead of make. This is entirely meaningless to the end-user, but it means that modifying the build system in the future will be <i>much easier</i>. This is a good thing. It makes Zorba less stressed.</p>
<p>Second, I added a small intro screen explaining what exactly you can expect from the game. If you're reading this, you probably already know what to expect, but the average dude coming in off the metaphorical street probably won't. So while that's not exciting either, it's important.</p>
<p>Third &#8211; and most importantly &#8211; I finally have a good crash reporting system. If the game crashes, it will beg permission to report the crash dump to my servers, and if given permission, give me information on what went wrong. I actually have no idea if it's been crashing for people &#8211; with luck it hasnt been &#8211; but the reason I don't know is because, fundamentally, <i>nobody ever reports crashes</i>, they just roll their eyes, say "oh, indie developers" and delete the game.</p>
<p>Which is not ideal from my point of view.</p>
<p><img src='http://www.mandible.net/wp-content/uploads/2008/05/dnet-err.png' alt='BOOM' align='right'/>There's a lot of subtlety in a crash reporting system. For example, I've got mine rigged up so I can return messages, based on the game version, before the potentially large crash dump is sent. So if I start getting flooded with crashes that I've fixed, I can tell people to go download the new improved version, please, and stop bothering me with things I already know. (Perhaps not in those words.) Not only that but I can also return messages <i>after</i> the crash dump is sent, so I can analyze it server-side and return things like "your graphics card sucks" or "your RAM is bad". And it transmits the data in a compressed form to save on bandwidth, and it records as much information as I can without violating the privacy of my users.</p>
<p>Oh, yeah, that too. I don't violate user privacy. I don't send a single byte before the user has said "yes, I am fine with sending my debug log to Mandible." I've carefully checked the debug file to make sure I don't include anything that's identifiable (and removed a few debug printouts that went a bit too far, in fact) &#8211; the worst I can do is tell you what kind of graphics hardware you have, and what kind of joysticks you have plugged in. Which is obviously kind of important for debugging. I do not feel bad for including this. </p>
<p>Any kind of reporting of this type, of course, has to be agonizing careful about privacy issues. And, inevitably, someone is going to get annoyed at what I'm doing.</p>
<p>At least this way, I can tell them to just click "no".</p>
<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/05/14/d-net-0130-release/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=68" style="border:0;" /></a></div>]]></content:encoded>
			<wfw:commentRss>http://www.mandible.net/2008/05/14/d-net-0130-release/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
	</channel>
</rss>

