Light and Dark – My Next Project

I have decided on my next project, to turn Light and Dark into a full game, using FATE as the engine. I have had some very good feedback on the original post, and I think that this is an idea which I can really make a great game out of.

So, where to now? This is the first time In about 20 years I am trying to design a game (my first attempt, in my teens, involved using a twist on the White Wolf system to make it more cyberpunk… The other influence on the system was RoleMaster, so it is probably a good thing that I never completed it).

So, honestly, I am not entirely sure how I am going to go about this. I have some ideas in mind for my next couple of steps, although if anybody here has more experience in writing/creating/publishing games, I would really appreciate it if you shared your knowledge with me.

So, step one is going to involve gathering my notes, as well as going through the discussions on G+ and on my blog, so that I make sure that I have all the ideas together.

The way I see it, there are several things that I will need to do, if I want to make a success out of this project, some of which will happen in parallel:

Writing the Actual Game

Kind of an important step. I will probably do this in several stages, with revisions in between. Since I will be using FATE, I will have to give some thought how to customize the system to suit the setting better. I suspect the bulk of the work will go into bringing the setting across.

Of course, I am going to need somebody to edit my maddened scribbles, which means that I would have to find a good editor. I do have a couple of friends who are professional fiction editors, so I am thinking of approaching them, although I don’t think they have experience editing RPGs. That is something I will give a bit more thought to when I am closer to completing my game.

PlayTesting

I am going to need to Playtest this if I am going to release it into circulation. I am thinking of making extensive use of Hangouts and other forms of virtual tabletop at this stage, since it should increase the Playtest pool by a lot. Of course, I will try to stage some face to face playtests as well.

At some stage, once I have something written, I will have to do some beta testing, to see what people do with the game without my sage advice at the table.

If anybody reading this is brave enough to want to Playtest this, please drop me a comment (although, I must warn you, it might be some time until I have something Playtest-able)

Art and Layout

I am lumping these two together, since they both share one thing in common, that I do not know anything about them, which means that I will have to get other people to do that for me.

Publishing

This is the stage at which I actually release the fruit of my labours into the world. Since there is still a long way to go until I get there, I have not really made any decisions about how I will do that. I am thinking to do something like a PDF release, but I will see. I also have to decide if I will handle this myself, or try to go through a publisher.

Promotion

What use is publishing a game if nobody plays it? So, I will have to put some thought into promoting this. I think that this is something I will need to do continuously, from right now (as a matter of fact, this very article could be considered a way to increase interest in the game).

Funding

Since I cannot do everything myself, I will have to get other people to do things for me, such as Art, Layout and Editing. Since I doubt I will get too many individuals helping me out of the goodness of their heart, I will have to pay them, which involves giving them money.

I am thinking of using a crowdfunding site to raise the funds necessary, once the game is a bit further along. I am thinking of using IndieGoGo, although I have not decided that yet,

So, there is my plan for the new game, at least in rough form. Any feedback, from those of you more experienced in such matters?

 

My First Playbook App – Writing Dicebag

For those of you that do not know already, I am the proud author of dicebag, a diceroller written specifically for the Playbook. This is the story of how it happened.

dicebag-screenshot.png

I have been working professionally as a software developer for the past eleven years, but most of that has been on desktop and enterprise systems. I have been thinking of trying out mobile development for a while, but there was always something else that came up.

Finally, as I was researching my next cellphone, I was thinking of getting a blackberry for the BIS deal, and I decided to look into developing apps on the device, and when I visited the Blackberry developer area, I saw that Research in Motion was offering a free Playbook for any body who would write an app for it before it was released. I figured, that this was my chance to dip my toe into app development, as well as getting a tablet of my very own.

The first decision was: What exactly would my app do? One advantage to writing an app for a device that has not actually been released yet, is that there was not much much competition, so I was free to build anything really. Since this was my first mobile app, I also wanted something simple. Those of you reading my blog, know that I am a passionate tabletop roleplayer, so the app was obvious: I would write a diceroller!

The next decision was: What would I write my app in? Then, as now, the only development environments available for the playbook were air and WebWorks, which uses html5 and JavaScript, neither language was very familiar with me. I had played around with Flex a little when it first came out, so I figured that was the way to go.

So, as I downloaded the relevant SDKs, as well as a trial of Adobe Burrito, I used the time to write down some thoughts on what I would want the app to do, which was a lot of things, including rolling the dice, recording the rolls, keeping track of modifiers, as well as which dice to roll for which characters, integration with twitter… etc. Then, I took the list, tossed most of it out, and came up with a short list of requirements for my app. Basically, it would roll dice, and that was that. I know myself, and I realised that if I did not narrow down what I expected from the app, I would never finish it. I figured I could add the other features later, if I wanted to.

So, once I have installed Burrito trial and the Playbook Air SDK, a process which went incredibly smoothly, I started to write my app, and get familiar with the development environment. Something I did not know before I started was that Adobe’s development environment is base on Eclipse, which actually helped a lot, since I have been using Eclipse for Java Development for the past five years, so I was very familiar with the IDE from the start.

Once everything was set up, I got down to writing the code. Due to the simplicity of the app, this is not something that took long. I did not really keep track, but I think it took me about 3-5 evenings, coding in the little spare time I had. I did not make use of any of the Playbook specific functionality, which made things a lot simpler. I found myself using a lot of the stuff I learnt as a Java programmer, and I am not sure if it was the right way to do things in flex, but I ended up with something that worked.

Then came the tricky part… The GUI. I had a basic one, using text in all the right places, but it could use a bit of images. Since I have no talent with graphics, this was a lot harder than it would have been for somebody who actually knows how to use photoshop. I ended up using a couple of photos of dice, that I adjusted to the right size, and ended up with something that did not look too horrid (I would not go as far as to say that it looks good).

Then I built the file, and send the resulting bar file off to be approved. After this there was nothing to do but wait. I got a response in a couple of weeks… Apparently I did not sign the app, and it needed an icon. I was sure that I did both, so this threw me off a bit.

The icon thing was easy to fix, I just had the wrong path in the configuration, and a bit of googling revealed that signing from Burrito did not actually work for the SDK I was using at the time, so I just made sure that I signed from the command line. The response was much quicker the second time around, and my app was accepted.

About a month after that, I got my playbook. There are a few bugs in my app, which I discovered once I could test it on a actual Playbook, which I am planning to fix for the next release.

Reflections

Overall, I found this a very positive experience, writing an app was a lot simpler than I had initially expected. Flash was very easy to work with, and I produced the app in a very short time.

My goals for this were three-fold:

  1. Get a Playbook – Achieved this one 100%, since I did receive one, and I am very happy with it.
  2. Learn App Programming – Well, this was also fulfilled, although I do think a more complex app would have been a better learning project.
  3. Make app sales – This one has not gone very far, since I have had a grand total of five sales of the app to date, and an appworld rating of 3.5 stars. Still, it is better than some other apps out there, so I guess I cannot complain

From here, I still need to fix the few bugs in the app. While I do have a lot of ideas for possible features, I am not sure if I will ever actually implement them in the app, since the sales hardly justify it. I personally actually like the feel of physical dice, and I am not sure if I will ever use the dice roller if there are any present.

Since completing the app, the trial for Burrito has expired, so I am doing my development in FlashDevelop, which is an open source flash editor, and so far seems to work very well for me. I am also busy setting up source control for this, and future projects. I might write a fuller review of it at some future point.

I am planning to write more apps. I am seriously considering doing my next app in a more platform-independent way, using something like Phonegap, so that I can distribute it on other platforms as well.

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