<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss 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/" version="2.0">

<channel>
	<title>Sodaware::Blog</title>
	
	<link>http://www.sodaware.net/blog</link>
	<description>Adventures in shareware.</description>
	<lastBuildDate>Mon, 23 Apr 2012 15:25:58 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/sodawareblog" /><feedburner:info xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" uri="sodawareblog" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><item>
		<title>Ineptia – Post Mortem</title>
		<link>http://www.sodaware.net/blog/2012/04/ineptia-post-mortem/</link>
		<comments>http://www.sodaware.net/blog/2012/04/ineptia-post-mortem/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 13:37:00 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Development Diaries]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/?p=246</guid>
		<description><![CDATA[&#8220;Ineptia&#8221; was my entry into Ludum Dare #23, a 48 hour game creation contest. The theme was &#8220;Tiny Worlds&#8221;. The contest started 9pm EST on Friday, 20th April 2012 and finished 9pm EST on Sunday. Timelapse Play Development Log Concept Creation The first two or three hours were spent coming up with an idea that [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;<a href="http://lab.sodaware.net/game-james/ld-23/play/">Ineptia</a>&#8221; was my entry into Ludum Dare #23, a 48 hour game creation contest. The theme was &#8220;Tiny Worlds&#8221;. The contest started 9pm EST on Friday, 20th April 2012 and finished 9pm EST on Sunday.</p>
<table style="font-size: 1.2em; margin: 16px 0;" width="100%">
<tbody>
<tr>
<td width="33%" align="center"><a href="http://www.youtube.com/watch?v=8XEM56iJvWs">Timelapse</a></td>
<td width="33%" align="center"><a href="http://lab.sodaware.net/game-jams/ld-23/play/">Play</a></td>
<td width="33%" align="center"><a href="http://lab.sodaware.net/game-jams/ld-23/">Development Log</a></td>
</tr>
</tbody>
</table>
<div id="outline-container-1" class="outline-3">
<h3 id="sec-1">Concept Creation</h3>
<div id="text-1" class="outline-text-3">
<p>The first two or three hours were spent coming up with an idea that would work with the theme. The contest started at 9pm local time, so I probably wasn&#8217;t at my most creative, but I wanted to get a good start.</p>
<p>Normally a quick image search will bring up some good ideas, but 90% of the top image results for &#8220;tiny worlds&#8221; were terrariums which didn&#8217;t help that much, although I toyed with the idea of using them.</p>
<p>The initial concept for the game had you start in the ship&#8217;s stasis room, and you would have to walk to the various biomes. The biomes would have been small pods in a lab, and you would control a miniature robot to rescue the animals from invaders. I liked the idea, but realised I was adding an unnecessary amount of art which would work as a menu.</p>
<p>The final concept kept the robot controls and multiple areas, although a couple of things ended up being cut.</p>
</div>
</div>
<div id="outline-container-2" class="outline-3">
<h3 id="sec-2">Development Timeline</h3>
<div id="outline-container-2-1" class="outline-4">
<h4 id="sec-2-1">Saturday</h4>
<div id="text-2-1" class="outline-text-4">
<p><a href="http://www.sodaware.net/blog/wp-content/uploads/2012/04/screen-1.png" style="float: left; margin: 0 8px 8px 0"><img class="alignleft size-thumbnail wp-image-248" title="First Screenshot" src="http://www.sodaware.net/blog/wp-content/uploads/2012/04/screen-1-150x150.png" alt="" width="150" height="150" /></a></p>
<p>I didn&#8217;t start working on the game properly until Saturday morning, and I wasn&#8217;t feeling positive about the concept. I took another hour or so to brainstorm more ideas, but nothing really grabbed me so I stuck with what I had.</p>
<p>After about three hours the game finally had some tiles and a simple map. It took another five hours (or so) to get a character that would obey commands. By about 11PM the robot was moving around and could target enemies and shoot them. By the time I went to bed there were a few more destructible items and the beginnings of something playable.</p>
</div>
</div>
<div id="outline-container-2-2" class="outline-4" style="clear: both;">
<h4 id="sec-2-2">Sunday</h4>
<div id="text-2-2" class="outline-text-4">
<p><a href="http://www.sodaware.net/blog/wp-content/uploads/2012/04/screen-4.png" style="float: right; margin: 0 0 8px 8px"><img class="alignright size-thumbnail wp-image-249" title="Enemies and everything" src="http://www.sodaware.net/blog/wp-content/uploads/2012/04/screen-4-150x150.png" alt="" width="150" height="150" /></a>Most of Sunday was spent polishing up the bits that worked and adding new features, such as animals, scanning and the bestiary. All of the menus were done on Sunday. Finally, multiple levels were added right at the end (in the space of about 30 minutes two levels and two animals were done).</p>
<p>As the end grew near, tonnes of bugs started cropping up which took time away from finishing features. In the end I finished with about 10 minutes to spare.</p>
</div>
</div>
</div>
<div id="outline-container-3" class="outline-3">
<h3 id="sec-3">What Went Right</h3>
<div id="text-3" class="outline-text-3">
<ul>
<li><strong>Live updates</strong> – Not really development related, but I was really pleased with how the live update stream functioned. It was pretty simple to add new updates and images, and pushes to GitHub also showed up (although I didn&#8217;t commit code nearly as much as I would have liked).</li>
<li><strong>Architecture</strong> – I went with a component-based object approach this time, which made adding new entities much simpler. Rather than sub-classing behaviour, components are added at run-time. This made it easy to keep a list of objects with certain behaviours, such as shootable entities or entities that move. The code is (obviously) a little scrappy, but I really enjoyed how it worked.</li>
<li><strong>Bestiary</strong> – Granted, I wanted to add more animals (and some with animation), but I felt the bestiary was the nicest way to add some incentive for scanning animals. Writing text is easier than adding a new feature, so I wanted to make parts of the game data-driven to take the burden off coding and making art.</li>
<li><strong>It works</strong> – Almost forgot that one. The core gameplay works pretty well, although there&#8217;s no balance and it&#8217;s quite rough around the edges. It&#8217;s still cool to have a little robot moving around.</li>
</ul>
</div>
</div>
<div id="outline-container-4" class="outline-3">
<h3 id="sec-4">What Went Wrong</h3>
<div id="text-4" class="outline-text-3">
<ul>
<li><strong>Polish before features</strong> – Towards the end I started polishing up the menus and adding a nicer looking title screen. I think it helped make things more presentable, but at the time there was only one level and the code to switch levels didn&#8217;t work.</li>
<li><strong>Cuts</strong> – I ended up cutting out dozens of features. There were plans for an upgrade center, as well as ammunition and different weapons. The destructible crates were supposed to drop items (and the code is there), but it was pretty clear by the end of Saturday that they wouldn&#8217;t make it, so it had to go. There were also supposed to be multiple areas per zone, and some statistics (such as % scanned, moves used to complete etc).</li>
<li><strong>Balance</strong> – The player and enemies have the same weapon strength (seeing as there is no equip screen), and as there&#8217;s no health it&#8217;s pretty much down to chance if you survive a level. I&#8217;m pretty sure the tundra level is impossible to complete with all the enemies.</li>
</ul>
</div>
</div>
<div id="outline-container-5" class="outline-3">
<h3 id="sec-5">Lessons</h3>
<div id="text-5" class="outline-text-3">
<ul>
<li><strong>Emergent gameplay is your friend</strong> – When you&#8217;re on a tight deadline you need to make use of as many tricks as you can. Rather than use a lot of hard-coded behaviours, it&#8217;s better to add a few elements that can interact. It doesn&#8217;t really play a part in the game due to the level layouts, but animals in Ineptia are shootable. This means they can occasionally get in the way of combat, forcing the player to choose where they move to avoid casualties, although as there&#8217;s no penalty for animal death it doesn&#8217;t matter too much.</li>
<li><strong>Take your idea and halve it</strong> – After that, halve it again. You absolutely have to take the smallest thing possible and expand it once it&#8217;s finished. I tried to do this, but failed miserably.</li>
<li><strong>Keep a log</strong> – Having a frequently updated time log helped keep me motivated. It also made writing a post mortem easier ;)</li>
<li><strong>Code quality is important (sometimes)</strong> – After adding a few movements (forwards, turn right) I took some time to remove duplicate code and package it in a few reusable classes. This made adding new movements easier, and without it I probably wouldn&#8217;t have been able to add animal scanning in the time limit.</li>
</ul>
</div>
</div>
<div id="outline-container-6" class="outline-3">
<h3 id="sec-6">Previous Game Jam Statistics</h3>
<div id="text-6" class="outline-text-3">
<p>I know lines of code aren&#8217;t a great metric for productivity or quality, but I thought it was interesting:</p>
<table border="2" frame="hsides" rules="groups" width="50%" align="center" cellspacing="0" cellpadding="6">
<caption> </caption>
<colgroup>
<col class="left" />
<col class="right" /> </colgroup>
<thead>
<tr>
<th class="left" scope="col">Project</th>
<th class="right" scope="col" align="right">Lines of Code</th>
</tr>
</thead>
<tbody>
<tr>
<td class="left">Monster Mash</td>
<td class="right" align="right">1165</td>
</tr>
<tr>
<td class="left">Psycho Bean</td>
<td class="right" align="right">881</td>
</tr>
<tr>
<td class="left">Ineptia</td>
<td class="right" align="right">2987</td>
</tr>
</tbody>
</table>
<p>I tried to remove copy/pasted code, but near the end time was too tight so some menus share the same copied code.</p>
</div>
</div>
<div id="outline-container-7" class="outline-3">
<h3 id="sec-7">Conclusion</h3>
<div id="text-7" class="outline-text-3">
<p>I&#8217;m torn on the finished result. I like the idea, and although it&#8217;s simple I think there&#8217;s potential. Out of the three jams, I definitely learnt the most on this one. It ended up being a great test of some concepts I&#8217;ve wanted to implement, so even though it didn&#8217;t live up to the vision I had, it wasn&#8217;t wasted effort.
</p></div>
</div>
<table style="font-size: 1.2em;" width="100%">
<tbody>
<tr>
<td width="33%" align="center"><a href="http://www.youtube.com/watch?v=8XEM56iJvWs">Timelapse</a></td>
<td width="33%" align="center"><a href="http://lab.sodaware.net/game-jams/ld-23/play/">Play</a></td>
<td width="33%" align="center"><a href="http://lab.sodaware.net/game-jams/ld-23/">Development Log</a></td>
</tr>
</tbody>
</table>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2012/04/ineptia-post-mortem/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Thunderbird 11 – Move tabs under the toolbar</title>
		<link>http://www.sodaware.net/blog/2012/03/thunderbird-11-move-tabs-under-the-toolbar/</link>
		<comments>http://www.sodaware.net/blog/2012/03/thunderbird-11-move-tabs-under-the-toolbar/#comments</comments>
		<pubDate>Sat, 24 Mar 2012 02:17:17 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Useful Tools]]></category>
<category>thunderbird</category>
		<guid isPermaLink="false">http://www.sodaware.net/blog/?p=230</guid>
		<description><![CDATA[Mozilla recently released Thunderbird 11. It&#8217;s an excellent mail client, but one change they made was to move tabs above the toolbar. It&#8217;s not a huge difference, but it makes things a little tricky when you have tab positions in muscle memory. Thankfully there&#8217;s a quick solution in the form of an addon called &#8220;rise [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.sodaware.net/blog/wp-content/uploads/2012/03/thunderbird-tabson-bottom-large.png"><img src="http://www.sodaware.net/blog/wp-content/uploads/2012/03/thunderbird-tabson-bottom-large.png" alt="" title="Thunderbird 11 - Tabs on the bottom" width="520" height="268" class="aligncenter size-full wp-image-231" /></a></p>
<p>Mozilla recently released Thunderbird 11. It&#8217;s an excellent mail client, but one change they made was to move tabs above the toolbar. It&#8217;s not a huge difference, but it makes things a little tricky when you have tab positions in muscle memory. Thankfully there&#8217;s a quick solution in the form of an addon called &#8220;<a href="https://addons.mozilla.org/en-US/thunderbird/addon/rise-of-the-tools/">rise of the tools</a>&#8220;. It&#8217;s quick to install, and doesn&#8217;t even require a restart of Thunderbird.</p>
<blockquote><p>
How to Install in Rise of the Tools in Thunderbird 11:</p>
<ul>
<li><a href="https://addons.mozilla.org/en-US/thunderbird/addon/rise-of-the-tools/">Download</a> and save the file to your hard disk.</li>
<li>In Mozilla Thunderbird, open Add-ons from the Tools menu.</li>
<li>From the options button next to the add-on search field, select &#8220;Install Add-on From File&#8230;&#8221; and locate the downloaded add-on</li>
</ul>
</blockquote>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2012/03/thunderbird-11-move-tabs-under-the-toolbar/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to add a custom Facebook app to your page</title>
		<link>http://www.sodaware.net/blog/2011/12/how-to-add-a-custom-facebook-app-to-your-page/</link>
		<comments>http://www.sodaware.net/blog/2011/12/how-to-add-a-custom-facebook-app-to-your-page/#comments</comments>
		<pubDate>Mon, 12 Dec 2011 08:56:18 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Web Programming]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/?p=220</guid>
		<description><![CDATA[For the last few hours I&#8217;ve been pulling my hair out trying to add an app I created to a Facebook fan page. Creating the app was trivial compared to actually adding it to the page. Every help page says something different, and the links that were supposed to be there weren&#8217;t. The instructions given [...]]]></description>
			<content:encoded><![CDATA[<p>For the last few hours I&#8217;ve been pulling my hair out trying to add an app I created to a Facebook fan page. Creating the app was trivial compared to actually adding it to the page. Every help page says something different, and the links that were supposed to be there weren&#8217;t. The instructions given are to follow the &#8220;View App Profile Page&#8221; in your app&#8217;s settings page, but this link isn&#8217;t always there for whatever reason. </p>
<p>To add your new app to a page, use the URI below, replacing APP_ID with the ID of the app you want to add. It&#8217;s on the summary page of your app in the developers area (for now).</p>
<blockquote><p>http://www.facebook.com/add.php?api_key=APP_ID&#038;pages=1</p></blockquote>
<p>That will brind up a dialog allowing you to add the app to any page or profile. </p>
<p>Courtesy of <a href="http://stackoverflow.com/questions/8335987/unable-to-view-app-profile-page-the-page-you-requested-was-not-found">this topic</a> on Stack Overflow.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2011/12/how-to-add-a-custom-facebook-app-to-your-page/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to sync Thunderbird with Remember The Milk</title>
		<link>http://www.sodaware.net/blog/2011/04/how-to-sync-thunderbird-with-remember-the-milk/</link>
		<comments>http://www.sodaware.net/blog/2011/04/how-to-sync-thunderbird-with-remember-the-milk/#comments</comments>
		<pubDate>Wed, 27 Apr 2011 01:39:00 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Useful Tools]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/?p=207</guid>
		<description><![CDATA[Lightning is one of the most powerful extensions for Mozilla Thunderbird. The standard calendar and task list are handy enough, but with a little bit of tweaking it can sync with a number of online services which makes it even more powerful. There are a handful of tutorials for syncing with Remember the Milk, but the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="https://addons.mozilla.org/af/thunderbird/addon/lightning/">Lightning</a> is one of the most powerful extensions for Mozilla Thunderbird. The standard calendar and task list are handy enough, but with a little bit of tweaking it can sync with a number of online services which makes it even more powerful. </p>
<p>There are a handful of tutorials for syncing with <a href="http://www.rememberthemilk.com/">Remember the Milk</a>, but the extension listed is no longer maintained and is unavailable on the Thunderbird extensions site (the old cache is available <a href="http://webcache.googleusercontent.com/search?q=cache:b0fLyrbIHFcJ:https://addons.mozilla.org/af/thunderbird/addon/remember-the-milk-provider">here</a>).</p>
<p>Thankfully there is a slightly updated version of the plugin that works with the latest version of Thunderbird.</p>
<p><strong>Please note: </strong> I didn&#8217;t write this plugin, but found it on the cached page and am sharing it here as I found it useful.</p>
<h4>Install the extensions</h4>
<p>Before you can start you&#8217;ll need to install <a href="https://addons.mozilla.org/af/thunderbird/addon/lightning/">Lightning</a> and the updated sync plugin which can be downloaded <a href="http://www.webpresencedesignlab.com/files/remember_the_milk_provider-0.0.16-sb+tb.xpi">here</a> (<a href="http://downloads.sodaware.net/tools/misc/remember_the_milk_provider-0.0.16-sb+tb.xpi">mirror</a>). </p>
<p>Once it&#8217;s installed, setting everything up is a breeze.</p>
<h4>Subscribing to the calendar</h4>
<p>Open a calendar tab in Thunderbird and add a new calendar (right click on the sidebar and select &#8220;new calendar&#8221;). Add a network calendar, select the &#8220;Remember The Milk&#8221; provider, and enter a few details.</p>
<p style="text-align: center;"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/04/thunderbird-remember-the-milk-sync-1.png"><img src="http://www.sodaware.net/blog/wp-content/uploads/2011/04/thunderbird-remember-the-milk-sync-1.png" alt="Thunderbird and Remember The Milk Synchronization - Screen 1" title="Thunderbird and Remember The Milk Synchronization - Screen 1" width="501" height="406" class="aligncenter size-full wp-image-208" /></a></p>
<p style="text-align: center;"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/04/thunderbird-remember-the-milk-sync-2.png"><img src="http://www.sodaware.net/blog/wp-content/uploads/2011/04/thunderbird-remember-the-milk-sync-2.png" alt="" title="Thunderbird and Remember the Milk Sync - Screenshot 2" width="501" height="406" class="aligncenter size-full wp-image-209" /></a></p>
<p>Once this is set up, you&#8217;ll have a single task that contains details on how to authorize the plugin. Go to the URL in this message and allow the plugin to access your account. Once you see the confirmation screen, head back to Thunderbird and mark the task as complete.</p>
<p style="text-align: center;"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/04/thunderbird-rtm-3.png"><img src="http://www.sodaware.net/blog/wp-content/uploads/2011/04/thunderbird-rtm-3-300x77.png" alt="" title="Remember the Milk Sync - Success!" width="300" height="77" class="aligncenter size-medium wp-image-210" /></a></p>
<p>If everything worked, you&#8217;ll receive a welcome popup in Thunderbird and your tasks will start to sync!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2011/04/how-to-sync-thunderbird-with-remember-the-milk/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Psycho Bean Post Mortem</title>
		<link>http://www.sodaware.net/blog/2011/03/psycho-bean-post-mortem/</link>
		<comments>http://www.sodaware.net/blog/2011/03/psycho-bean-post-mortem/#comments</comments>
		<pubDate>Mon, 28 Mar 2011 02:01:28 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Development Diaries]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/2011/03/psycho-bean-post-mortem/</guid>
		<description><![CDATA[“Psycho Bean” was my entry into Reddit Game Jam #6. The theme was “energy”, which threw up a few interesting ideas. The finished result ended up quite differently from the first draft, and underwent a major rewrite near the end. The original “psycho bean” is an idea my brother came up with many years ago [...]]]></description>
			<content:encoded><![CDATA[<p>“<strong>Psycho Bean</strong>” was my entry into <a href="http://www.reddit.com/r/RedditGameJam/comments/gcp1v/reddit_game_jam_06_final_submissions_thread/">Reddit Game Jam #6</a>. The theme was “energy”, which threw up a few interesting ideas. The finished result ended up quite differently from the first draft, and underwent a major rewrite near the end.</p>
<p>The original “<a href="http://www.sodaware.net/blog/2006/08/games-i-designed-as-a-kid/">psycho bean</a>” is an idea <a href="http://www.prosody.co.uk/">my brother</a> came up with many years ago during one of our sugar-fuelled game idea sessions. This challenge seemed like the perfect time to bring that idea to life.</p>
<h3>Getting Started: Mind Mapping</h3>
<p>Below are computerised versions of the two mind maps I used when coming up with ideas for the game. There are plenty of dead ends, but a few of the ideas filtered through to the final game. The decreasing energy seemed like a good way to go, and the transformational aspect tied into the whole “psycho” idea.</p>
<p><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanbrainstorm1.png"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" class="screenshot" title="psycho-bean-brainstorm-1" border="0" alt="psycho-bean-brainstorm-1" src="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanbrainstorm1_thumb.png" width="240" height="70" /></a>&#160;&#160; <a href="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanbrainstorm2.png"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" class="screenshot" title="psycho-bean-brainstorm-2" border="0" alt="psycho-bean-brainstorm-2" src="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanbrainstorm2_thumb.png" width="240" height="50" /></a> </p>
<p>The original game was going to be a platform game with shooting elements (i.e. Mario with guns). As you can see, things didn’t end up that way.</p>
<h3>A Brief History</h3>
<p>I didn’t make a time lapse video, but instead took screenshots at key times of development.</p>
<table border="0" cellspacing="0" cellpadding="2" width="100%">
<tbody>
<tr>
<td valign="top" width="140"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv1.png"><img style="border-right-width: 0px; margin: 5px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="Psycho Bean - Version 1" border="0" alt="Psycho Bean - Version 1" src="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv1_thumb.png" width="200" height="130" /></a> </td>
<td valign="top" width="260">
<h4>Version 1</h4>
<p>The very first screen, taken about 2 hours into the coding process. Most of the assets were borrowed from Monster Mash to help get something playable as quickly as possible. </p>
</td>
</tr>
<tr>
<td valign="top" width="140"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv2.png"><img style="border-right-width: 0px; margin: 5px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="Psycho Bean - Version 2" border="0" alt="Psycho Bean - Version 2" src="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv2_thumb.png" width="200" height="130" /></a> </td>
<td valign="top" width="260">
<h4>Version 2</h4>
<p> The first version with shooting and collision. At this point in development it was possible to spawn enemies, shoot them and jump onto the platforms.           </td>
</tr>
<tr>
<td valign="top" width="140"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv3.png"><img style="border-right-width: 0px; margin: 5px 0px 5px 5px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="Psycho Bean - Version 3" border="0" alt="Psycho Bean - Version 3" src="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv3_thumb.png" width="200" height="130" /></a> </td>
<td valign="top" width="260">
<h4>Version 3</h4>
<p>This was taken at 8:30 on Sunday morning, roughly 10 hours before the deadline. The platforming was gone (as explained in “what went wrong”), and replaced with top-down shooting instead.</p>
</td>
</tr>
<tr>
<td valign="top" width="140"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv4.png"><img style="border-right-width: 0px; margin: 5px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="Psycho Bean - Version 4" border="0" alt="Psycho Bean - Version 4" src="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv4_thumb.png" width="200" height="130" /></a> </td>
<td valign="top" width="260">
<h4>Version 4</h4>
<p> Two hours later, and the bullets were flying. There was still plenty left to do (more enemies, the weapons, points etc), but it was playable and more fun than the platforming.           </td>
</tr>
<tr>
<td valign="top" width="140"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv5.png"><img style="border-right-width: 0px; margin: 5px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="Psycho Bean - Version 5" border="0" alt="Psycho Bean - Version 5" src="http://www.sodaware.net/blog/wp-content/uploads/2011/03/psychobeanv5_thumb.png" width="200" height="130" /></a> </td>
<td valign="top" width="260">
<h4>Version 5</h4>
<p>This is the version that was entered. Bullets, AI, “Sugar Rush” mode and a statistics screen at the end.</p>
</td>
</tr>
</tbody>
</table>
<h3>What Went Wrong</h3>
<p>I made most of the mistakes from <a href="http://www.sodaware.net/blog/2010/12/monster-mash-post-mortem/">Monster Mash</a>, and some new ones too!</p>
<p><strong>Even Slower Start</strong> &#8212; Saturday was the Reddit Triangle meetup, which took up most of the afternoon. Needless to say, not much code was written until the evening.</p>
<p><strong>Scrapped Everything</strong> &#8212; When development ended on Saturday night I wasn’t happy with how the game played. The platforming didn’t feel right, and every now and then the player would stick to the ground after jumping. I didn’t think I’d be able to fix things in the morning, so a total rewrite was in order.</p>
<p><strong>Graphics Dictated Gameplay</strong> &#8212; Switching to the top down perspective had a few side-effects. The biggest was the lack of diagonal movement and firing, which made the game less enjoyable than it could have been. </p>
<h3>What Went Right</h3>
<p><strong>It Got Done</strong> &#8212; Like Monster Mash, at the end of the jam I had something playable. There were a few features that didn’t make the cut, and a lot of the game is unpolished.</p>
<p><strong>Development Screenshots</strong> &#8212; Although I didn’t make a time lapse, I did want to capture what the game looked like at various points in development. </p>
<p><strong>Scrapped The First Version</strong> &#8212; Moving from a platformer to a top-down shooter meant a lot of time was wasted, which can be a killer when there’s a tight time limit. Fortunately the changes made the game far more playable which is the most important part.</p>
<h3>Lessons For The Future</h3>
<p>Lessons for next time:</p>
<ul>
<li>Iterate faster. Get it playable. Make it fun. </li>
<li>Don’t be afraid to throw things out if they’re not fun. </li>
<li>Don’t worry if it looks stupid. It’s not a beauty contest (although having a nice looking game certainly helps to attract votes)</li>
</ul>
<p>You can play the latest version here: <a href="http://lab.sodaware.net/game-jams/reddit-6/"><strong>Psycho Bean</strong></a>.</p>
<p>View all of the entries here: <a href="http://www.reddit.com/r/RedditGameJam/comments/gcp1v/reddit_game_jam_06_final_submissions_thread/">Reddit Game Jam #6: Final Submissions</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2011/03/psycho-bean-post-mortem/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>How to make Thunderbird filters play custom sounds</title>
		<link>http://www.sodaware.net/blog/2011/03/how-to-make-thunderbird-filters-play-custom-sounds/</link>
		<comments>http://www.sodaware.net/blog/2011/03/how-to-make-thunderbird-filters-play-custom-sounds/#comments</comments>
		<pubDate>Wed, 16 Mar 2011 14:26:11 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[Useful Tools]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/?p=170</guid>
		<description><![CDATA[There was a thread on Hacker News lately from someone that made their first sale. I mentioned that my email client was set up to play a sound when a sale is made. This was easy to set up in Outlook 2007, but the default installation of Mozilla Thunderbird doesn&#8217;t support playing sounds for filters. [...]]]></description>
			<content:encoded><![CDATA[<p>There was a thread on Hacker News lately from someone that made their first sale. I mentioned that my email client was set up to play a sound when a sale is made. This was easy to set up in Outlook 2007, but the default installation of Mozilla Thunderbird doesn&#8217;t support playing sounds for filters. </p>
<p>All is not lost though. There&#8217;s an addon called &#8220;<a href="https://addons.mozilla.org/af/thunderbird/addon/tonequilla/">ToneQuilla</a>&#8221; which fixes this problem, so you can play all the sounds you want!</p>
<p>Here&#8217;s an example of how to set up a simple filter that plays a custom sound when a BMT Micro affiliate sale is made.</p>
<h4>Creating the filter</h4>
<p>Look under Tools -> Message Filters. Click &#8220;New&#8221; button to open the filter creation dialog.</p>
<p style="text-align: center;"><a href="http://www.sodaware.net/blog/wp-content/uploads/2011/03/thunderbird-filter-play-custom-sound.png"><img src="http://www.sodaware.net/blog/wp-content/uploads/2011/03/thunderbird-filter-play-custom-sound-300x211.png" alt="Thunderbird Filter - Play a Custom Sound" title="Thunderbird Filter - Play a Custom Sound" width="300" height="211" class="aligncenter size-medium wp-image-171" /></a><br /><small>Click image to view full size</small></p>
<p>Set the filter to run on messages that have a subject with &#8220;BMT Micro Affiliate Order&#8221; in them. You can also add extra conditions for other sales emails, depending on who emails you.</p>
<p>Under &#8220;Perform these actions&#8221;, add a &#8220;Play Sound&#8221; action and link to your favourite sound. There&#8217;s plenty of <a href="http://www.freesound.org/tagsViewSingle.php?id=892">cash register sounds</a> at <a href="http://www.freesound.org/">freesound.org</a>, although personally I prefer the cash register noise from Sonic the Hedgehog :)</p>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2011/03/how-to-make-thunderbird-filters-play-custom-sounds/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Old Dexterity articles added</title>
		<link>http://www.sodaware.net/blog/2011/01/old-dexterity-articles-added/</link>
		<comments>http://www.sodaware.net/blog/2011/01/old-dexterity-articles-added/#comments</comments>
		<pubDate>Tue, 18 Jan 2011 15:17:52 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Latest News]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/2011/01/old-dexterity-articles-added/</guid>
		<description><![CDATA[At the end of 2010, Steve Pavlina released the copyrights on all of his website material. Seeing as Dexterity.com is no longer available, I’ve added the old Dexterity Software articles to the developer articles section of the site. These made a huge impression on me when I first read them, so I’m happy I can [...]]]></description>
			<content:encoded><![CDATA[<p>At the end of 2010, <a href="http://www.stevepavlina.com/" target="_blank">Steve Pavlina</a> released the copyrights on all of his website material. Seeing as Dexterity.com is no longer available, I’ve added the old Dexterity Software articles to the <a href="http://www.sodaware.net/dev/articles/" target="_blank">developer articles</a> section of the site. These made a huge impression on me when I first read them, so I’m happy I can share them here.</p>
<p>These articles are very dense, so it’s a good idea to either print them out or bookmark them for when you have some time. Even though the world of software has changed a great deal since these were written, they’re still full of valuable information.</p>
<p>I recommend starting with <a href="http://www.sodaware.net/dev/articles/cultivating-burning-desire.htm" target="_blank">Cultivating Burning Desire</a> and <a href="http://www.sodaware.net/dev/articles/get-more-done.htm">How to Get More Done in Less Time</a>. The articles on marketing and sales are also well worth the time to read, and you’re sure to find at least a few actionable ideas to improve your site.</p>
<p>&#160;</p>
<h4>Product Development</h4>
<ul>
<li><a href="http://www.sodaware.net/dev/articles/zero-defect-software-development.htm">Zero-Defect Software Development</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/postmortem.htm">Conducting a Project Postmortem</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/working-with-teams.htm">Working With Teams</a> </li>
</ul>
<p>   <br style="clear: both" /></p>
<h4>Building a Successful Indie Business</h4>
<ul>
<li><a href="http://www.sodaware.net/dev/articles/shareware-amateurs-vs-shareware-professionals.htm">Shareware Amateurs vs. Shareware Professionals</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/seven-keys.htm">If No Independent Developers Are 100 Times Smarter Than You, Then Why Do Some Get 100 Times the Results?</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/power-of-clarity.htm">The Power of Clarity</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/planning.htm">To Plan or Not to Plan</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/negotiating.htm">Basic Negotiating for Fun and Profit</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/going-full-time.htm">Going Full-Time</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/business-networking.htm">Networking Without the Cables</a> </li>
</ul>
<p>   <br style="clear: both" /></p>
<h4>Marketing &amp; Sales</h4>
<ul>
<li><a href="http://www.sodaware.net/dev/articles/basic-market-research.htm">If You’ve Tried Everything Imaginable And Your Product Still Won’t Sell, Here’s What You’re Missing</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/get-more-sales.htm">How to Get More Sales for Less Work</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/registration-incentives.htm">How to Permanently Increase Your Sales by 50% or More in Only One Day</a> </li>
</ul>
<p>   <br style="clear: both" /></p>
<h4>Personal Productivity &amp; Motivation</h4>
<ul>
<li><a href="http://www.sodaware.net/dev/articles/from-slump-to-supercharged.htm">From Slump to Supercharged</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/cultivating-burning-desire.htm">Cultivating Burning Desire</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/overcoming-procrastination.htm">Overcoming Procrastination</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/get-more-done.htm">How to Get More Done in Less Time</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/clean-up.htm">Clean Up That Mess!</a> </li>
<li><a href="http://www.sodaware.net/dev/articles/do-it-now.htm">Do It Now</a> </li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2011/01/old-dexterity-articles-added/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Monster Mash Post Mortem</title>
		<link>http://www.sodaware.net/blog/2010/12/monster-mash-post-mortem/</link>
		<comments>http://www.sodaware.net/blog/2010/12/monster-mash-post-mortem/#comments</comments>
		<pubDate>Fri, 31 Dec 2010 00:32:36 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Development Diaries]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/2010/12/monster-mash-post-mortem/</guid>
		<description><![CDATA[A few weeks ago I took part in the 4th Reddit 48 hour game jam. I&#8217;d never taken part in a game jam before, but it&#8217;s something I&#8217;ve wanted to do for a while. To make things a little more interesting, I set myself the target of building my entry in Flash, a language I&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>A few weeks ago I took part in the 4th <a href="http://www.reddit.com/r/redditgamejam/">Reddit 48 hour game jam</a>. I&#8217;d never taken part in a game jam before, but it&#8217;s something I&#8217;ve wanted to do for a while. To make things a little more interesting, I set myself the target of building my entry in Flash, a language I&#8217;ve never used before.&#160; </p>
<p>The theme was &quot;Metamorphosis&quot;, so straight away I was looking at things like Dali paintings, insects and mutations. My first idea was to mix a puzzle game with a festive picture, such as decorating a tree. I&#8217;m not much of an artist though, so a game where art is the primary feature wasn&#8217;t a good fit. </p>
<p><img class="screenshot_Right" title="monster-mash" border="0" alt="monster-mash" src="http://www.sodaware.net/blog/wp-uploads/MonsterMashPostMortem_F00B/monstermash_thumb.png" width="150" height="125" /> One idea that constantly came up was changing the appearance of something over time, either main character, the enemies or the world. I really liked the idea of attaching enemy parts to make yourself stronger, almost like Cyborg Justice or Biomotor Unitron. </p>
<p>In the end I settled on a simple version of &quot;half minute hero&quot;, with some mutation bits thrown in for good measure. There&#8217;s lots of room for improvement, but the game was playable and pretty fun after a bit of tweaking. </p>
<h3>What Went Wrong</h3>
<p><strong>Slow start</strong> &#8212; I didn&#8217;t actually start coding until about 16 hours in, which didn&#8217;t turn out to be a big problem, but those 16 hours would have been handy for polishing things up at the end. </p>
<p><strong>Awful balance</strong> &#8212; The number one comment I got was that the game was far too hard. I&#8217;d originally intended to have about a dozen enemies to fight, but only had time to sprite 3 mutations so the rest were cut. This left the level caps and final boss out of balance, so the game was impossible to finish (although this was fixed shortly after the final submission). </p>
<p><strong>Hidden Stats</strong> &#8212; There was no way to find out how much experience you had, your level or how many of each enemy you have defeated (to figure out how you&#8217;ll evolve). Again, this was planned but was cut at the end. </p>
<p><strong>Unintuitive</strong> &#8212; Probably the worst part. There&#8217;s no obvious explanation of what&#8217;s going on, or how to get the various enemy parts, it just happens as you play. </p>
<h3>What Went Right</h3>
<p><strong>It got done</strong> – This is the big one. At the end of the 48 hours, there was a playable game. Considering it was my first Flash, I was super excited. More importantly, it was a big confidence boost. </p>
<p><strong>Planning saved a lot of time</strong> &#8212; I did jump in to code at the start, but took a break a few hours in to design the screen layouts and game flow. All the features I wanted were listed on a piece of paper in order of important, which really helped towards the end when things got tight. </p>
<h3>Lessons For The Future</h3>
<p>There were some excellent games entered, and I&#8217;ll admit the high quality really surprised me, especially given the short development time. Presentation played a big part in the higher rated entries, so that something to work on next time. Having a distinctive style is important to help you to stand out, although having a fun game is the key factor. </p>
<p>Lessons for next time:</p>
<ul>
<li>Spend time polishing and play testing. If possible, have someone else play the game too. I knew the rules inside out, so I couldn&#8217;t see the bigger problems. </li>
<li>Join in. I worked alone and missed out on chatting with other developers. Next time I&#8217;ll hook up a second monitor and join the party. </li>
<li>Make a time lapse video. I didn&#8217;t make one this time as it would mostly be me reading the <a href="http://flixel.org/">Flixel</a> documentation to see how things work, but I&#8217;m sad that I missed out on seeing how the game evolved over time. </li>
<li>Start early, design more, get it playable ASAP. As soon as it&#8217;s designed, get something playable working. This helps with motivation, but also lets you know if you&#8217;re onto something fun. </li>
</ul>
<p>You can play the latest version here: <a href="http://lab.sodaware.net/game-jams/reddit-4/"><strong>Monster Mash</strong></a>.</p>
<p>View all of the entries here: <a href="http://www.reddit.com/r/RedditGameJam/comments/eknue/reddit_game_jam_04_final_submissions_thread/">Reddit Game Jam #4: Final Submissions</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2010/12/monster-mash-post-mortem/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDL – Peggle</title>
		<link>http://www.sodaware.net/blog/2009/09/gdl-peggle/</link>
		<comments>http://www.sodaware.net/blog/2009/09/gdl-peggle/#comments</comments>
		<pubDate>Fri, 11 Sep 2009 09:10:00 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Game Design Lessons]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/2009/09/gdl-peggle/</guid>
		<description><![CDATA[This week <a href="http://www.sodaware.net/blog/category/game-design-lessons/">Game Design Lessons</a> looks at Peggle, one of the most successful casual games of recent years. Find out what works, what doesn't, and what you can do to improve your own game designs.]]></description>
			<content:encoded><![CDATA[<p><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="Yes, I know this banner sucks ;)" border="0" alt="Yes, I know this banner sucks ;)" src="http://www.sodaware.net/blog/wp-uploads/GDLPeggle_109F1/pegglebanner.png" width="520" height="80" /></p>
<p>Peggle is a popular puzzle/action game for the PC and Xbox Live Arcade. It&#8217;s certainly aimed at the casual game market, with bright colours and cheerful sounds, but there&#8217;s plenty of playability for more hardcore gamers (if they can get over the sugar). </p>
<p>The basic premise of the game is to remove all of the orange pegs on the board by dropping a ball from the top of the screen. It&#8217;s similar to Japanese Pachinko games, but the pegs disappear after being hit. There are also green pegs that grant super-powers, such as multi-ball or pinball-like flippers. </p>
<p>There are no official sales statistics, but the PC version has been downloaded over 50 million times <sup>[<a href="#gdl_peggle_ref1">1</a>]</sup>, and the Xbox Live Arcade has made at least 100,000 sales <sup>[<a href="#gdl_peggle_ref2">2</a>]</sup>. Clearly the folks at PopCap are doing something right. </p>
<div class="gdl-good">
<h3>What&#8217;s Good</h3>
<p><a href="http://www.sodaware.net/blog/wp-uploads/GDLPeggle_109F1/pdscreen3.jpg"><img style="border-bottom: 0px; border-left: 0px; margin: 5px 10px 5px 5px; display: inline; border-top: 0px; border-right: 0px" title="Peggle Deluxe - Screenshot 1" border="0" alt="Peggle Deluxe - Screenshot 1" align="left" src="http://www.sodaware.net/blog/wp-uploads/GDLPeggle_109F1/pdscreen3_thumb.jpg" width="184" height="139" /></a> </p>
<h4>Accessible</h4>
<p>Peggle is very easy to pick up and play. There are no complicated controls to memorise, and the core gameplay isn&#8217;t based on having quick reflexes. Simply aim the ball, release the ball and hit the orange pegs. </p>
<h4>Depth</h4>
<p>Given the previous point, Peggle seems extremely shallow. However, beneath the surface there&#8217;s a lot going on. There are then Peggle Masters to play as, and each has a different ability. Each special ability has its strengths and weaknesses, and choosing the right one can make a big difference. </p>
<p>The game also has a challenge mode, which includes scenarios such as clearing the board of all pegs, racking up a high score or beating a level starting with only one ball. </p>
<h4>FUN</h4>
<p>It&#8217;s a silly game that doesn&#8217;t take itself too seriously. Rainbows, sparkles and a unicorn. What more could you want? </p>
<h4>Polish</h4>
<p>Despite being a simple game on paper, everything about the execution shines. Clearly a lot of time has gone into making it look and feel great, and it pays off. Each board has it&#8217;s own beautifully drawn background, the menus woosh in and out smoothly, and the sounds are cheerful and fit the game perfectly. </p>
<h4>Luck</h4>
<p>There&#8217;s certainly skill involved in playing Peggle, but luck plays a huge part too. You only need to look at the $45 billion spent on US lotteries every year <sup>[<a href="#gdl_peggle_ref3">3</a>]</sup> to see that people like to take a chance. You might not win a million dollars at Peggle, but the thrill of uncertainty is still there. </p>
</p></div>
<div class="gdl-bad">
<h3>What&#8217;s Bad </h3>
<h4>Simple</h4>
<p>Perhaps the gameplay is a little <em>too</em> simple. There&#8217;s plenty of fun to be had, and the extra powers add some more longevity, but after a while it gets a bit repetitive. </p>
<h4>Misses its potential</h4>
<p>Peggle seems ripe for downloadable add-ons, yet so far there has only been Peggle Nights. Considering how many games offer some pretty poor DLC options, it&#8217;s surprising that there aren&#8217;t more levels for download. </p>
<p>Peggle is also the sort of game that&#8217;s ripe for a level editor. It certainly doesn&#8217;t <em>need</em> one, but levels made by family and friends could add so much more. </p>
<h4>Frustrating</h4>
<p>It&#8217;s not uncommon to find yourself saying &quot;just one more go&quot; whilst wanting to ram your controller through the screen. </p>
</p></div>
<div class="gdl-lessons">
<h3><a href="http://www.sodaware.net/blog/wp-uploads/GDLPeggle_109F1/pdscreen1.jpg"><img style="border-bottom: 0px; border-left: 0px; margin: 5px 5px 5px 10px; display: inline; border-top: 0px; border-right: 0px" title="Peggle Deluxe - Screenshot 2" border="0" alt="Peggle Deluxe - Screenshot 2" align="right" src="http://www.sodaware.net/blog/wp-uploads/GDLPeggle_109F1/pdscreen1_thumb.jpg" width="184" height="139" /></a> </h3>
<h3>Design Lessons </h3>
<h4>Simple games can take a lot of resources</h4>
<p>Peggle is a simple idea, but the execution is highly polished. Even if each level is just a collection of a few peg co-ordinates, there are still hand-drawn backgrounds, music and a friendly interface on top of it all. </p>
<h4>People like to take a chance</h4>
<p>Experiment with chance in your designs. This doesn&#8217;t mean adding slot machines, but adding risks for big rewards. </p>
<h4>You don&#8217;t have to win to have fun</h4>
<p>Some of the later challenges are very tricky, but the game still enjoyable even when you lose. It&#8217;s almost like watching a near miss in football &#8211; exciting, even if there was no goal. </p>
<h4>You can be casual AND have depth</h4>
<p>There&#8217;s no mistaking that Peggle is a casual game. Very casual. It&#8217;s a quick fix, and it&#8217;s perfect for players that want to sit down for a bit and de-stress. However, there&#8217;s plenty of extra content for people who want to go digging. </p>
<p>For example, the scoring system can be quite complex, but learning how it works can mean the difference between a good score and a great one. </p>
<h4>Don&#8217;t neglect polish!</h4>
<p>Polishing a game takes time and effort, but it pays off. Make your game fun to use as well as play, and take the time to make it really sparkle. People will notice. </p>
</p></div>
<p><a href="http://www.sodaware.net/games/peggle-deluxe/"><strong>Try Peggle Deluxe</strong></a></p>
<h4>References</h4>
<p><a name="gdl_peggle_ref1"></a>[1] &#8212; <a href="http://www.washingtonpost.com/wp-dyn/content/article/2009/05/02/AR2009050200124.html">Peggle Finds A New Home</a></p>
<p><a name="gdl_peggle_ref2"></a>[2] &#8212; <a href="http://www.gamerbytes.com/2009/04/the_road_to_npd_xbox_live_arca.php">XBLA: The Road To NPD &#8211; Xbox Live Arcade Sales For March 2009</a></p>
<p><a name="gdl_peggle_ref3"></a>[3] &#8212; <a href="http://articles.moneycentral.msn.com/RetirementandWills/RetireEarly/WhyPoorPeopleWinTheLottery.aspx">Why poor people win the lottery</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2009/09/gdl-peggle/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Getting Traffic That Works</title>
		<link>http://www.sodaware.net/blog/2009/03/getting-traffic-that-works/</link>
		<comments>http://www.sodaware.net/blog/2009/03/getting-traffic-that-works/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 01:11:14 +0000</pubDate>
		<dc:creator>Phil Newton</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Web Programming]]></category>

		<guid isPermaLink="false">http://www.sodaware.net/blog/?p=138</guid>
		<description><![CDATA[There are a few fundamental truths when selling things online. The first is that you need visitors to your website. The second is that you need those visitors to buy something. Anything else they do, such as blog or tweet about you, is just a bonus.]]></description>
			<content:encoded><![CDATA[<p>There are a few fundamental truths when selling things online. The first is that you need visitors to your website. The second is that you need those visitors to buy something. Anything else they do, such as blog or tweet about you, is just a bonus. </p>
<p>A lot of times people concentrate on getting traffic, instead of on obtaining <strong>quality traffic</strong>. </p>
<p>This article contains most of the traffic generation techniques I&#8217;ve used in the last few years, along with some statistics on how well they perform. Naturally, your results may differ from these, but they&#8217;re a good starting point for evaluating different methods. </p>
<p>All statistics are taken from an 18 month period (September 2007 &#8211; February 2009) to give as large a sample size as possible. There are nearly 1,000 different referrers for this period, so these statistics are certainly not 100% accurate. They do give a good picture of what works, which is the important thing. </p>
<p>Anyway, enough with the disclaimers. Each table contains four columns:</p>
<dl>
<dt><strong>Pages Per Visit</strong> </dt>
<dd>
<p>This is the average number of pages a visitor looks at. A higher number means they look around your site more, so keep an eye on this number.</p>
<p>Adding relevant links to the bottom of pages, or sprinkling them throughout your content can help. Be careful not to add too many links though, so you don’t distract visitors from downloading or buying your product.</p>
</dd>
<dt><strong>Time on Site</strong> </dt>
<dd>
<p>The average amount of time a visitor spends on your site. Again, higher numbers are better, as it generally means they’re reading and not just skimming.</p>
</dd>
<dt><strong>Bounce Rate</strong> </dt>
<dd>
<p>The bounce rate is the percentage of visitors that leave your site after a single page. For example, a visitor who enters your homepage and then types another link in the address bar without following your links has “bounced”. The lower this number, the better.</p>
</dd>
<dt><strong>Download Rate</strong> </dt>
<dd>
<p>This is from a goal I set up in Google Analytics to track downloads. A lot of my sales come from people who buy from within the demo, so the higher this number the better. If a source of traffic doesn’t produce any downloads, it’s a sign that I’m advertising to the wrong people.</p>
</dd>
</dl>
<p>As you’ll see, there’s a big difference between the best traffic sources and the worst. The most traffic to <a href="http://www.sodaware.net/">sodaware.net</a> comes from search engines, but search engine optimisation is a big topic that I wanted to avoid, so this article concentrates on sources that are easier to control.</p>
<h3>Paid Advertising </h3>
<h4>Google AdWords </h4>
<p></p>
<p>This is one of the easiest ways to buy traffic. All you have to do is write a short textual advert about your product or website, and then target keywords that people search for. It&#8217;s quick to set up, and you know visitors are looking for what you’re offering because they searched for it. </p>
<p>On the flipside, there&#8217;s a lot of depth to AdWords, and it takes a long time to get really great results. Throwing down a few dollars is only the start, and you’ll lot of your time will be spent on optimising your campaigns and weeding out underperformers.</p>
<table class="HistoryList" width="100%">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right" align="right">3.18</td>
<td class="rowOne" valign="top" align="right" align="right">01:24</td>
<td class="rowOne" valign="top" align="right" align="right">32.6%</td>
<td class="rowOne" valign="top" align="right">17.44%</td>
</tr>
</tbody>
</table>
</p>
<p>&#160;</p>
<h4>Project Wonderful </h4>
<p>Project Wonderful is even easier to use than Google AdWords. Create a graphical button or banner, select the criteria for sites you want to advertise on and you&#8217;re away. </p>
<p>Project Wonderful has the advantage that ads are extremely cheap, as you pay per day, not per click or impression. It&#8217;s a good way of getting lots of hits, and the campaign option makes things even easier. However, it&#8217;s quite easy to spend a lot of money and end up with little to show if you&#8217;re not careful. </p>
<p>Manual bids that are tailored to each site you&#8217;re bidding on seem to work the best. They takes more work, but the responses are generally higher. </p>
<p>Below are stats for the top three bids I ran. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">3.52</td>
<td class="rowOne" valign="top" align="right">01:11</td>
<td class="rowOne" valign="top" align="right">61.0%</td>
<td class="rowOne" valign="top" align="right">9.76%</td>
</tr>
<tr>
<td class="rowTwo" valign="top" align="right">2.42</td>
<td class="rowTwo" valign="top" align="right">00:50</td>
<td class="rowTwo" valign="top" align="right">59.3%</td>
<td class="rowTwo" valign="top" align="right">6.44%</td>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">2.08</td>
<td class="rowOne" valign="top" align="right">00:47</td>
<td class="rowOne" valign="top" align="right">59.8%</td>
<td class="rowOne" valign="top" align="right">2.06%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Text Link Ads </h4>
<p>According to Text Link Ads, the real power of this method comes from the increase in search engine ranking for your site. They recommend you leave your ad running for several months to evaluate it, as search engines take a while to update. </p>
<p>Over a five month period, I saw no change in my ranking. Having said that, I was trying to rank on very competitive terms, so it may be better for niche phrases instead. </p>
<p>These are statistics from the sites that ads were placed on. As you can see, the links themselves didn’t bring particularly good traffic compared to other methods.</p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">1.35</td>
<td class="rowOne" valign="top" align="right">00:05</td>
<td class="rowOne" valign="top" align="right">88.4%</td>
<td class="rowOne" valign="top" align="right">3.49%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h3>Free Advertising </h3>
<h4>StumbleUpon </h4>
<p>Although you can pay for Stumbles, I&#8217;m putting it in the free category as you can get good results without paying. Stumblers generally fall into two categories: People who will stay and read, and people who will leave within a few seconds. This dramatically skews the visit time down and bounce rate. </p>
<p>StumbleUpon brings in a big spike of traffic at the beginning, and quickly tales off after a few days. It continues to bring in visitors over time, and sometimes you’ll get secondary spikes. There’s also the chance that visitors will stumble your other content, leading to more spikes.</p>
<p>For the main page, the were quite poor, but for articles and resources it works much better. Your best option is to add tips, hints or guides to your site and have them stumbled. </p>
<p>Articles about unique qualities of your product will perform better, as long as you go easy on the sales talk and concentrate on writing something of value. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">1.34</td>
<td class="rowOne" valign="top" align="right">00:23</td>
<td class="rowOne" valign="top" align="right">74.4%</td>
<td class="rowOne" valign="top" align="right">0.58%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Article Marketing </h4>
<p>This is a simple technique, but it can have good results. The process involves writing articles that target certain keywords. Each article will contain a link to your site in the article footer. This article is then submitted to article directories, which generally rank high in the search engines. For example, if you&#8217;re selling a solitaire game you could write about tips for playing the game and include a link at the bottom of the article. </p>
<p>It may sound a little bit spammy, but it isn’t if you provide value to your readers.</p>
<p>So far this has been one of the best methods of traffic generation I&#8217;ve used. It takes effort to research and write your article, but the traffic quality is extremely high. An article I wrote over a year ago still sends a good amount of traffic which converts extremely well into downloads and sales. </p>
<p>Article marketing is a topic I’ll be writing more about in the future.</p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">2.37</td>
<td class="rowOne" valign="top" align="right">00:46</td>
<td class="rowOne" valign="top" align="right">42.8%</td>
<td class="rowOne" valign="top" align="right">24.28%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Blog Commenting </h4>
<p>Find a blog that relates to your topic, and make a relevant comment that contains a link to your website. As long as your comment is useful and the blog gets a reasonable amount of traffic, you&#8217;ll get visits. Depending on your contribution, you may also develop a relationship with the blogger which can bring more traffic. </p>
<p>The first result in the table below is the result of a single trackback I made three years ago. It&#8217;s brought several hundred visits (and still brings in a dozen or so a week), but the traffic doesn&#8217;t convert. This technique works much better for getting blog readers rather than customers.</p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">2.60</td>
<td class="rowOne" valign="top" align="right">02:28</td>
<td class="rowOne" valign="top" align="right">48.3%</td>
<td class="rowOne" valign="top" align="right">0.00%</td>
</tr>
<tr>
<td class="rowTwo" valign="top" align="right">1.83</td>
<td class="rowTwo" valign="top" align="right">00:09</td>
<td class="rowTwo" valign="top" align="right">66.7%</td>
<td class="rowTwo" valign="top" align="right">0.00%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Forum Posting </h4>
<p>This is similar to blog commenting, but the link to your site goes in your forum signature. Again, the benefit here comes from generating an online presence, rather than raw traffic power. </p>
<p>These are the top three forum referrals to <a href="http://www.sodaware.net/">sodaware.net</a>. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">2.39</td>
<td class="rowOne" valign="top" align="right">01:28</td>
<td class="rowOne" valign="top" align="right">73.4%</td>
<td class="rowOne" valign="top" align="right">1.06% </td>
</tr>
<tr>
<td class="rowTwo" valign="top" align="right">2.96</td>
<td class="rowTwo" valign="top" align="right">01:41</td>
<td class="rowTwo" valign="top" align="right">62.7%</td>
<td class="rowTwo" valign="top" align="right">0.00%</td>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">1.36</td>
<td class="rowOne" valign="top" align="right">01:21</td>
<td class="rowOne" valign="top" align="right">72.7%</td>
<td class="rowOne" valign="top" align="right">0.00%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>&quot;How To&quot; blog articles </h4>
<p>Think of a problem you face daily, and write a blog article about solving it. Its simple, quick, and if you get the title (and problem) right you can get a lot of exposure and links. </p>
<p>I get a lot of traffic to one &quot;how to&quot; in particular, but the vast majority of visitors don’t stay for anything else. This makes sense, seeing as they&#8217;re searching for a solution to a problem and not for games. </p>
<p>The best advice I can give is to treat this method like writing a recipe with one of your products as the ingredient. This way you’re providing something valuable, and also encouraging downloads and sales. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">1.04</td>
<td class="rowOne" valign="top" align="right">05:29</td>
<td class="rowOne" valign="top" align="right">94.3%</td>
<td class="rowOne" valign="top" align="right">0.00%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Link directories </h4>
<p>I tried an automated submission programme a while ago, but I’m yet to see a single visitor from any directory. </p>
<p><a href="http://dmoz.org">dmoz.org</a> is worth submitting to, but as it&#8217;s human edited it can take a while to get added. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">0</td>
<td class="rowOne" valign="top" align="right">00:00</td>
<td class="rowOne" valign="top" align="right">n/a</td>
<td class="rowOne" valign="top" align="right">0.00%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Blog Carnivals </h4>
<p>I&#8217;ve entered blog carnivals as well as hosted them, and the results have been a little mixed. Hosting brings in a decent amount of short term traffic, but I suspect it&#8217;s mainly people who submitted articles that visit. </p>
<p>It’s a good way of getting a few more readers for your blog, and be good for spreading your site around. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">1.50</td>
<td class="rowOne" valign="top" align="right">00:21</td>
<td class="rowOne" valign="top" align="right">75.0%</td>
<td class="rowOne" valign="top" align="right">0.00%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Game Buttons </h4>
<p>I tried these out in my <a href="http://www.sodaware.net/blog/2007/10/how-much-traffic-does-19.95-get-you-part-1/">$19.95 experiment</a> and absolutely hated them. I think they cheapened the look of the site, and most of the banners contained images I didn’t really want to see. The other problem is you have to make a lot of impressions to generate any decent amount of traffic. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">2.84</td>
<td class="rowOne" valign="top" align="right">00:59</td>
<td class="rowOne" valign="top" align="right">41.3%</td>
<td class="rowOne" valign="top" align="right">13.99%</td>
</tr>
<tr>
<td class="rowTwo" valign="top" align="right">1.67</td>
<td class="rowTwo" valign="top" align="right">00:21</td>
<td class="rowTwo" valign="top" align="right">71.4%</td>
<td class="rowTwo" valign="top" align="right">0.00%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Free Developer Resources </h4>
<p>The &quot;<a href="http://www.sodaware.net/dev/">For Developers</a>&quot; section is where I put articles, source code and tools for other developers to use. It didn&#8217;t bring in much traffic to begin with, but posting about some of the resources on forums helped. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">2.43</td>
<td class="rowOne" valign="top" align="right">01:39</td>
<td class="rowOne" valign="top" align="right">73.5%</td>
<td class="rowOne" valign="top" align="right">0.86%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>WikiPedia </h4>
<p>This is a five minute method that works well, but if done incorrectly you’ll end up looking like a spammer, so use it wisely. </p>
<p>Find an article on WikiPedia that relates to something on your site, and add a link to it in the &quot;External Links&quot; section of the page. Remember that WikiPedia monitors links that are added, so if you don&#8217;t add value to the topic you&#8217;ll find your link nuked (and you could also be banned). For example, my <a href="http://www.sodaware.net/blog/2006/11/interview-with-hanako-games/">interview with Hanako Games</a> is on the <a href="http://en.wikipedia.org/wiki/Hanako_Games">Hanako Games WikiPedia page</a>.</p>
<p>As with text link ads, the real benefit here is getting links and increasing your search engine ranking.</p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">1.31</td>
<td class="rowOne" valign="top" align="right">01:03</td>
<td class="rowOne" valign="top" align="right">76.9%</td>
<td class="rowOne" valign="top" align="right">0.00%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Traffic Exchanges </h4>
<p>This one is a little hit and miss, although it&#8217;s not as bad as some of the other methods. You add your link to a directory, and its position is dependent on how many other sites you visit. For example, visiting 30 sites may put you on the first page, which will get you more visitors. </p>
<p>The downside is that most people are only visiting your page to increase their own rank, but the traffic isn&#8217;t as bad as I expected. </p>
<table class="HistoryList" width="2">
<tbody>
<tr>
<th valign="top">Pages Per Visit</th>
<th valign="top">Time on Site</th>
<th valign="top">Bounce Rate</th>
<th valign="top">Download Rate</th>
</tr>
<tr>
<td class="rowOne" valign="top" align="right">1.42</td>
<td class="rowOne" valign="top" align="right">00:27</p>
</td>
<td class="rowOne" valign="top" align="right">81.4%</td>
<td class="rowOne" valign="top" align="right">1.53%</td>
</tr>
</tbody>
</table>
<p>&#160;</p>
<h4>Conclusion </h4>
<p>This is just a small sample of the various method of traffic generation techniques out there. If you’re trying to increase your site’s traffic, just remember to measure <strong>what</strong> your visitors are doing, not just <strong>how many</strong> you’re getting. Sure, it’s nice to see big numbers in your hit counter, but that means nothing if they don’t stay and buy from you. </p>
]]></content:encoded>
			<wfw:commentRss>http://www.sodaware.net/blog/2009/03/getting-traffic-that-works/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss><!-- Performance optimized by W3 Total Cache. Learn more: http://www.w3-edge.com/wordpress-plugins/

Minified using disk
Page Caching using disk (enhanced)

Served from: www.sodaware.net @ 2012-05-06 01:54:00 -->

