Tim Schafer, Double Fine to crowd-source a new adventure game

Okay, I admit, I am a Tim Schafer fan.  If you know what we do at FableLabs, it should be no surprise that I love to see good stories in a game.  And Schafer has produced some of the most beautiful and story-rich graphics adventure games in the past.  He now turns to Kickstarter to fund his next “modern age” point-and-click adventure game.  Do yourself a favor and check them out!

http://www.kickstarter.com/projects/66710809/double-fine-adventure

On the KS page, they pointed out that “even something as ‘simple’ as an Xbox LIVE Arcade title can cost upwards of two or three million dollars.  For disc-based games, it can be over ten times that amount.”  This is something I mentioned in my rant about in my other post about the rise of game clones in the social/freemium space.  Traditional games are expensive to make, and developers have to finish all the content at the time of release because players don’t continue to download updates to content and game mechanics each time they play.

Yes, downloadable content things like Steam update are starting to change that situation slowly, but it is not the same as freemium games for one major reason.  If I paid $20 up front, I need to know that I will have $20 worth of content ready for me.  But if I started a game for free, I wouldn’t mind if it only has three weeks worth of content and I just have to see how the game evolves as I continue to play.  So instead of having no revenue stream until the entire game is finished, freemium games can start to receive revenue at a much earlier stage.

Crowd-sourcing however, is giving game developers another viable way to fund-raise through the dev cycle.  There have been a few indie games that were funded and eventually released through KS (e.g. No Time To Explain), but Double Fine just proved (this morning!) that crowd-sourcing can do a lot more.  Their original pledge goal of $400k is rather small for any studio quality game, but they already hit $700k in just over 9 hours.  Obviously, having Tim Schafer as a lead makes a night-and-day difference (to the point where they didn’t even need to reveal any info or screenshot on the game being made), but this reinforces two of my existing believes:

1. Story driven, click-adventure games are viable today

The recent success of Machinarium and Sword & Sworcery EP and the wild funding success of Double Fine show that there is a demand for adventure games.  Their audience is somewhat different from the popular FPS, RTS, or MMORPG players, but developers are finding new ways to reach those players.  We’re also seeing less adventure games focused on challenging puzzles and more focus on making sure puzzles do not impede players from progressing through the game plots.

2. Studios are finding new paths to funding and revenue outside of the old developer-publisher relationship

Whether it’s freemium, crowd-sourcing or episodic releases, developers are finding new ways to get it done without relying on a publisher.  I think this bodes well for everybody, because this will allow more courageous and out-of-the-box ideas to see the light of day.

Can’t wait to see how much momentum Tim Schafer and Double Fine will generate from this KS project.

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gevent compatible Memcache client

I have been looking for a memcache client that plays well with gevent, and I stumbled upon one today:

https://github.com/esnme/ultramemcache

It’s written and maintained by the good folks at ESN.me.  They built Battlelog, the social network for Battlefield 3, using gevent and this memcache client.  They also released a gevent-compatible MySQL driver and a few other interesting python projects.

I’ll be doing load/stress testing with various different clients and setups for flask/gevent in the coming weeks, and I’ll post my findings here.

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Game Design: Rise of the Clones

There has been a recent flurry of media coverage on big game companies releasing clones of games developed by smaller, indie studios.  Here are a couple of claims made by two studios against Zynga:

http://kotaku.com/5879046/zynga-totally-rips-off-tiny-tower
http://venturebeat.com/2012/01/29/buffalo-studios-blasts-zynga-for-copying-bingo-blitz-social-game/

And here is a more recent and more serious accusation that is actually turning into a lawsuit, against our own publisher 6waves/LOLAPPS:

http://www.edery.org/2012/01/standing-up-for-ourselves/

Having been in contact with several folks involved in the accusation and lawsuit, it’s been interesting to hear people’s take on the issue.  There is a really fine line between inspiration and copying, and this problem has been seen in any creative field for a long time.  It has come up before in the game industry in the past, but it has become more of a focus in the current social/freemium game landscape.  Why?  Because the efforts involved in cloning a game have been reduced while the financial reward has gone up.

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Key stats to monitor for your Membase cluster

Happy holidays everyone!  I realize that from working with Membase in our production over the last year, I’ve collected a few key commands in my .bashrc for quickly checking vital stats on my Membase servers, many of them came from the good folks at Couchbase.   Their wiki has improved over the year as well, and you can find a lot of good information there.  Here I will list the most common commands I run for monitoring and troubleshooting, along with related links to the Membase wiki:

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Migrating Membase Cluster – Part 2

After up all night babysitting the rebalance process, I am happy to report that it was a rather uneventful night of maintenance.  The rebalance itself took 8-9 hours to complete, and then took another hour for all the replicas to get saved to the disk also.  Theoretically, I didn’t need to take the site down while the rebalance was happening, but I took the game down just to be safe and not compromise the game experience.

The disk access was definitely the bottleneck through out the rebalance process once again.  One the the reason we went for more # of smaller nodes rather than smaller # of bigger nodes is to spread out our disk activities over more # of EBS drives during a rebalance, conceptually similar to a RAID 0.  We do increase the higher risk of hardware failure simply by having more nodes in the cluster, but the disk performance gain is definitely worth it.

Some folks are doing a RAID 0 setup using multiple EBS as described here on alestic, but I haven’t tried it personally.  If anyone has attempted that setup, especially in a production environment, please share your experience in the comments!

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Migrating Membase Cluster – Part 1

I got an email from EC2 a few days ago that a number of our instances that serves Animal Party have pending reboots coming up.   It turns out that ALL of the 8 nodes in our membase cluster are scheduled for a reboot.   Sure, a reboot on any database server is expected to cause some interruption, but I know from my past experience that warming up a membase node after reboot can take a really long time, especially if the data on disk is highly fragmented.  Since I’m waiting for our scheduled downtime to kick in, I figured it’s a good time for me to share my learning with membase – especially how and why we are doing the cluster migration.

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Trouble handling Icon\r file with Git

We installed a new process for managing content couple weeks ago, where we had one of the game designer check in his CSV data file into git so we can pull his changes and run the data through our tests automatically. He was on a Mac, so he used GitHub for Mac (very user friendly, by the way) to get his files in.  I tried to pull his changes, and I got an error about some “Icon\r” file. What on earth?!

It turns out that “Icon\r” is a file that exists in all directories that have a custom icon in the Mac OSX Finder.   Normally hidden, but GitHub for Mac sees the file and committed it without any issue.  However, when I was trying to pull that file through git on my Ubuntu box, I get an error telling me that it’s unable to create “Icon\r”.   I tried to use GitHub for Mac to delete the file and commit that change, but GitHub for Mac is failing when trying to commit that delete change with a generic error message.  It looked like they are all having problem with the “\r”, the carriage return character.

I am able to login to GitHub and see the file “Icon ” (\r is not rendered in the browser), but unfortunately there was no way to delete the file there.  After an hour of futile attempt, I finally was able to get rid of it by running “git gui” in my cygwin, and use the interface to select the file and commit that delete.  I’m not sure why or how “git gui” was able to get it done, but there you go – I hope this post may help someone out there.

By the way, you probably want to add that pesky “Icon\r” to the .gitignore file as well so you can prevent them from getting into the codebase in the first place.   For that, you should check out this post on dealing with the “\r” character.

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Setup Namespace URL for Flex project in FlashDevelop

Our game client at Tribal Crossing is all written in Flex, and naturally we used Flash Builder to handle our project.  However, I’ve always been partial to FlashDevelop, a much leaner IDE that has great editor features, faster compile time, and fantastic community support.  After being fed up with another Eclipse (the IDE that Flash Builder is built on top of) crash, I decided to give FD a try for our project.

We had multiple Flex Library projects, and since there’s no direct support for that in FD, I simply added the src folder from each of the library as additional project code path – and that worked.  There was a problem with the namespace URL used in MXML and CSS, however.

There is no UI in FD to specify namespace URL.  But you can point your project to the manifest.xml files that contains the namespace URL info by adding this to your advanced compiler options (under  Project settings->Compiler Options->Advanced Compiler Options):

-namespace library://project.com/comp c:\code\src\manifest.xml

Hope this helps!

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Issue with “npm install socket.io” on CentOS 5

Hey guys,

I just ran into some issue installing socket.io using npm on my personal CentOS 5 box.  All the other node modules installed fine – but not socket.io.  After some searching around, I found that it appears to be an issue with the version of tar that came with CentOS 5, which was 1.15.  After upgrading to 1.26, the issue went away.

You can find the original fix here https://github.com/LearnBoost/socket.io/issues/456 from korch towards the bottom of the page.

Hope this helps!

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Video Games Live Tour – Damn it was good.

I went to the Video Games Live tour with Rick in LA earlier this weekend.  We heard tracks from their past shows on Spotify, and we just decided to grab some tickets on a whim a couple months ago.   We know they play music from many classic games which are also our favorites, and the tour seems well received from our scant research prior to the purchase.

We got there, sat down… and it just blew me away.

On a personal level, it reminded me how video games have been such a tremendous part of my life, and how I am grateful to be part of this community.  I sat through the entire concert with goosebumps running through every square-inch of my skin, and I nearly teared up upon hearing the Halo and Chrono Trigger/Cross pieces.

I want to write more about it, but since the concert I’ve been reinvigorated to get some tedious game programming done.  But I certainly hope that you have a chance to check them out live!

P.S. Laura “Flute Link” Intravia performed at our show.  I have never seen her Zelda flute performance on YouTube, but now I understand why there is a major buzz surrounding her.  She is one impressively multi-talented video game geek who could be mistaken for a model.

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