Experimental Game Dev Interviews — The First Game Dev Podcast Ever
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  • Gaia Online VP Talks About The Mix of Marketing and Gaming

    Posted on January 7th, 2011 IndieGamePod No comments

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/gdco-gaia.mp3

    Or listen to it here…

    [wp_youtube]tOg4zMUF_b0[/wp_youtube]

    Read the rest of this entry »

  • The Joy of Running an Online MMO For Over 15 Years

    Posted on December 11th, 2010 IndieGamePod No comments

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/gdco-frogdice.mp3

    Or listen to it here…

    Read the rest of this entry »

  • Indie Flash Developer Discusses Making Online Games

    Posted on October 14th, 2010 IndieGamePod No comments

    Rob discusses getting into developing web games

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/cc-indie-flash.mp3

    Or listen to it here…

    Read the rest of this entry »

  • Upcoming Releases from Unity 3D + Contest to Win Unity iPhone/Android License

    Posted on August 31st, 2010 IndieGamePod No comments

    Hey folks, Unity was nice enough to donate a free copy of Unity iPhone/Unity Android to the winner of the contest…you can find the contest details here…

    Now onto the podcast…

    Tom, product evangelist for Unity, discusses upcoming updates for the Unity product

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/cc-unity.mp3

    Or listen to it here…

    [wp_youtube]OeJXt65pVIk[/wp_youtube]

    Read the rest of this entry »

  • Requiring Higher Levels of Player Commitment AFTER Building Higher Levels of Player Interest

    Posted on August 6th, 2010 IndieGamePod No comments

    Hey folks,

    I’m looking at various games online and on cell phones. I think it’s interesting to note that some games with similar themes have widely different levels of success. I think part of it is because many game developers require the high levels of commitment before getting the player interested in the game.

    Sure successful games can require high levels of commitment…like, people are going to play StarCraft 2…and pay for it before checking it out.

    But for many indies, why should a player pay for the game before getting an idea of whether it’s fun. Additionally, why should they have to create a login/provide an e-mail address…before getting to play the game. These all provide friction that get in the way of fun.

    Here’s a design principle that I’ve seen work…
    Require higher levels of player commitment AFTER building higher levels of player interest.

    This means…developers keep things as lightweight as possible. Figure out the quickest and easiest way to get the player into a game…then once they show interest…like spending 10 minutes in a game…pop up a dialog that asks them to create an account, etc.

    If they spend a few hours in a game, ask them to upgrade, etc.

    Yes, there is no guarantee that they will register, etc. But now most people are so use to seeing login/register screens at the beginning of a game…that if you do the same…it’s not really indie…but cliche…and the game may even trigger a visceral “skip this” response.

    To recap…raise the level of commitment/engagement (getting an e-mail address, creating a login, buying the game, subscribing, etc.) after each corresponding stage the player shows higher levels of interest/commitment.

    Take care 🙂

  • Social Game Flash Engine Tutorial, Part 1: Developing Your Own MMO

    Posted on July 19th, 2010 IndieGamePod 1 comment

    This is the tutorial that goes along with the FREE Social Game Flash Engine

    vetranch

    Over the following set of articles we aim to give you all of the information you’ll need to create your own flash based social MMO.

    For the most part we will be targetting Facebook. Facebook’s 400 million active users makes it an ideal platform to target. Their Flash API allows us to connect with the player and encourage them to share the experience with their peers. Allowing the player to interact and solve problems with their friends can help make for fantastic gameplay.

    VetRanch is an example of an open source MMO aimed at Facebook that takes part in an Isometric setting, where the player engages in the exciting role of being a vet. The player must raise animals, care for them and release them when they have been nursed backed to health. We will be taking a look at the VetRanch code, and the way the game is set up and then use this as a basis to help you create your own MMO.

  • SmartFoxServer E-mail Interview…

    Posted on February 15th, 2010 IndieGamePod 7 comments

    Hey folks,

    To balance out the interview with Electroserver…SmartFoxServer was contacted for an interview…and they were nice to agree to an e-mail interview…

    Most developers know about SmartFoxServer…the one thing that immediately stands about them is their very active developer forums here… http://www.smartfoxserver.com/forums/

    Marco, project manager from SmartFoxServer, answered the following questions…

    a) What is SmartFoxServer and how is it used?

    We usually define SmartFoxServer as a “Massive Multiplayer Platform” or MMP for those who like acronyms 🙂
    The project was started in 2003 as a highly scalable game server for Flash which at that time was difficult to find.

    The project has then evolved into a larger platform that today supports all popular clients including Flash, Unity3D, iPhone, Java, Android and recently we have added MS Silverlight. On the server side SmartFoxServer is fully extandable with custom code that can be written in Java, Actionscript/Javascript or Python.

    The typical uses of SmartFoxServer are multiplayer games (both real-time and turn based), virtual worlds and MMO communities. Projects like Disney’s Club Penguin, Zynga’s Yoville and Build-a-Bear’s Build-a-Bearville are a good example of successful communities running on SmartFox, but if you are curious you can take a look at our showcase where we have dozens of examples of how SmartFox is being used.

    SmartFoxServer is also used for multiplayer educational projects and we have several museums around the world as customers although we don’t know exactly how they are using it. The most unconventional usage we know about is controlling a remote paintball gun and firing to a target using audio/video streaming for aiming.

    b) What do most indie game developers use SmartFox for?

    Multlplayer Flash games are certainly on top of the list but we are also seeing a growing interest for Unity 3D and for the iPhone which we support via native Objective-C API and Unity 3D for iPhone.

    c) Is your server able to scale easily? How can your server scale compared to the competition?

    This is a vast topic, we could write a book on this subject, probably an hefty one 🙂

    Scalability has been our main concern since the beginning. Back in the days when we started working on the first prototypes (2003) there were few multiplayer servers to choose (especially for Flash) and none of them would scale decently. Most of the commercial and open source solutions were able to handle a few thousands clients on high end machines, if you were lucky. We invested over one year in prototypes and research using non-blocking socket Java API, and finally came out with our own lightweight socket engine, finely tuned for multiplayer and capable of handling tens of thousands of clients on regular hardware.

    To give you an idea, the first tests of the socket engine were run on an Pentium2 at 350Mhz with 256Mb of RAM.
    Of course that was a pretty slow hardware even back then, but we wanted to see what we could squeeze out of such low-spec box. We had it running for two weeks with peaks of over 500 concurrent users. Not bad for a machine that is even slower than a today’s iPhone 🙂

    Back to the present times we have MMOs like Club Penguin, probably one of the largest SmartFox deployments, handling millions of players every day and many others running in the hundreds of thousands. With a well designed server architecture (http, game servers and databases) there’s virtually no limit to the amount of scale achievable.

    We also offer highly available and scalable clustering via the integration of Terracotta, a powerful clustering engine available for the Java platform. For those interested we have detailed white papers and case studies at this address:
    http://www.smartfoxserver.com/clustering/

    The advantage of this solution is that it is extremely economical (Terracotta comes with a free, open-source license) and brings enterprise-level clustering at prices that are affordable even for very small companies. We think that gone are the days in which you had to spend millions for a highly scalable game server and we believe to have given a contribution to make this happen.

    You also asked for a comparison with other products in terms of scalability. This is not easy task because there are various solutions out there, each with its own pros and cons.
    In general we have observed that most competitors have resorted to use an all-purpose socket engine as their server core. The difference between a generic engine such as Apache Mina (used by Wowza, Union and ES4) and the SmartFox engine (code name BitSwarm) is that the former is usually not finely tuned for multiplayer, and when you put them side by side you will notice remarkable differences in performance and scalability.

    A few milliseconds of extra lag or an additional bit of CPU usage at this core level might seem negligible, but when you reach the tens or hundreds of thousands of connections they start making an exceptional difference.
    In the end that’s what scalability is all about, delivering consistent performance at different scales of traffic and usage.

    SmartFoxServer uses a lot of low-latency optimizations, zero-copy buffers and specific threading architecture to deliver the best performance possible under all conditions. To give you an idea (and hopefully without boring the reader with too technical stuff) I can show the visual results of the same test running on the generic engine and SmartFox.

    Take a simple broadcast test were we generate 10 000 messages/sec over a 1Gbit connection.
    Both servers are sustaining the same the same network throughput, which is great, but you can certainly notice the difference in performance.

    This is the Apache Mina engine (used by 90% of the competition):
    mina-test

    And this is SmarFox:
    bswarm-test

    (graphs are taken from a VisualVM session monitoring the JVM)

    SmartFox takes less than 10% of the CPU and hits the garbage collector very lightly, whereas MINA goes well past 50% and causes frequent garbage collection. If we push the test at 40K messages/sec. MINA crashes after having pushed both CPU cores to 100% with incessant garbage collection, while SmartFox takes around 40% and never crashes. In other words SmartFox results 5 times more efficient under the same conditions and with the same throughput.

    (For the record the tests where run on a Intel Core Duo 2@2.0Ghz, 2GB Ram, Linux Ubuntu 9.04, JDK 6)

    For technical people who wants to learn more they can consult more benchmarks here.

    d) What are the things that most developers like about SmartFox?

    I think that developers appreciate the fact that they can test the full product without any limitation in features or time.
    Our trial comes with 100% of the features and a free 20-users license which allows anyone to start experimenting, prototyping and building a complete application without spending a penny.

    Together they find a rich set of documentation, with well over 50 examples with source code, step-by-step tutorials and technical white papers. The package also includes free, skinnable UI components like login box, chat window, room list, user list which allow developers to quickly create their interfaces with minimal coding.

    Also we have a very active support board where we get a lot of feedback from users and provide quick and free help to anyone using SmartFox. In the board we also exchange ideas for future features and provide a meeting point between companies and developers looking for SmartFox based jobs.

    e) What is next in store for SmartFoxServer?

    Recently we have been working on various interesting new things.
    The next incoming release will be OpenSpace 2. It is a Flash-based MMO engine which provides a powerful 2.5D (isometric) renderer and high level framework for rapid development of multiplayer virtual communities.

    The product allows very rapid development, offering a visual editor to create the maps that compose the virtual world and offering tons of customizable features. The engine takes care of the complexities of rendering the environments, including scrolling, panning, zooming, avatar management, multi-terrain pathfinding, runtime room editing and lots more. All this is integrated out-of-the-box with SmartFoxServer making it very easy to get started and being immediately productive.

    Here you can find a sneak preview of the next version which is coming the next month and the beta2 is already available for anyone wishing to test it -> http://www.smartfoxserver.com/forums/viewtopic.php?t=6734

    In 2010 we are also launching the next major update of SmartFoxServer which will bring the platform to the next level. Thanks to our customer’s feedback and to the experience gathered in the past years in this field, we have vastly improved the flexibility of the framework and redesigned some of the components in the server architecture to provide even better extensibility and refined development tools.
    Improvements will include a new ultra-efficient binary protocol, version 3 of the BitSwarm engine (which alone has dozens of new features), extended configuring and monitoring tools, new security functions, simplified workflow, UDP support (for UDP enabled clients), largely extended API, and the list goes on…

    Actually these are just a few of the many new things that are coming. I am afraid I am not yet able to reveal the really “hot stuff” as we’ll keep those “secret” until the release of the first public beta. I’ll be very happy to share them with you as soon as we enter that phase.

    f) What is the pricing structure for SmartFox?
    We have two main editions of SmartFoxServer: Basic and PRO.
    The former is great for chatting applications, whiteboards, turn based games etc, while the latter is the fully featured edition used by MMOs and large scale projects.

    The pricing structure is based on the number of concurrent users.

    Customers can buy a small license such as SmartFoxServer BASIC 100-user which costs 200 euros and gradually upgrade to higher licenses by paying the difference. The price of the license is a one time fee, there are no other costs involved and we provide free and frequent updates which includ bug fixes and new features.

    People interested in learning more can consult this quick f.a.q.

    g) Where can people go to test out the server?

    The website is www.smartfoxserver.com and the direct link to download the SmartFoxServer PRO trial is this -> http://www.smartfoxserver.com/products/pro.php

    Thanks again for the interview 🙂

  • Metaverse Mod Squad Talks About How They Can Help You Run an MMO

    Posted on January 26th, 2010 IndieGamePod No comments

    Mike, of Metaverse Mod Squad, outlines their staffing capabilities for gaming development

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/engage-expo-metaverse-mod-squad-interview.mp3

    Or listen to it here…

    Read the rest of this entry »

  • Interesting Insights for 2010 by the Unity 3D CEO

    Posted on January 19th, 2010 IndieGamePod No comments

    Hey folks,

    Got a link to this blog post by the Unity CEO…a lot of the info is relevant to indie game devs…I’ve reprinted it below…

    Original Link: http://blogs.unity3d.com/2010/01/14/2010-trends/

    We’re living in exciting times, and in some ways we here at Unity Technologies are in a unique position to be part of them. Here are the trends that we think are most important for the Unity community as a whole in 2010 along with what you can do to be part of them.

    Without further ado.

    The Year of Gamification, Part 1
    We call the adoption of game technology and game design methods outside of the games industry “gamification”, and this is a really broad trend.

    Unity and other game technologies are being used across more than a dozen sectors that have little or nothing to do with games. Architectural visualization is an obvious and older example. But apart from that we have some of the world’s biggest engineering and manufacturing companies, as well as several actual armed forces as our customers. TV production companies use Unity and other game engines to produce live TV shows and Machinima videos. Big corporations make employee training and simulation applications using Unity, and some of our customers have gone into online meeting and collaboration. Game technology being applied to all these areas means that Unity users are valuable to many and not everyone has to make a living from games.

    Action item: Sell your skills outside the games industry. With a knowledge of other industries, you can create new and innovative products or businesses servicing these industries. The sky’s the limit.

    The Year of Gamification, Part 2
    A second aspect of gamification is that game design methods and strategies are being used outside of games to design better products and user experiences. A boring site like Mint.com has experimented with turning personal finance into a game, social networking experiment FourSquare maintains high-score lists for people who bar-crawl, and natural-language search startup Siri hired an accomplished game designer to design their user experience.

    Action item: Learn game design and apply it to everything – how people sign up for a website, how people “succeed” in using your product, how customers share it with their friends and become leaders of user groups/clans, etc. Game design can be used for all of this.

    Another Golden Age for Garage Developers
    We are definitely going to see even more quality games done by small teams in 2010. With very little risk and by mainly investing their own time, a small team of 1-2 people can make a hit game that will sell millions of units. More importantly (and what makes this different than 4 years ago), there are now many more channels through which to distribute and sell such a game. Many such games are receiving world-wide acclaim.

    Action item: Find an awesome partner and go create!

    Publishers Continue to be Valuable
    With casual, online and mobile games requiring smaller production budgets and eschewing retail (and thus expensive and slow) distribution in exchange for digital, the game industry was expecting to get rid of the publisher as a concept.

    But as the iPhone ecosystem clearly proves (as well as the web somewhat less clearly with portals like Shockwave.com and distribution companies like Zynga and RockYou), the publishers stay. Though they may not be forwarding cash and fully owning the game IPs, their expertise in marketing, game design and online distribution metrics and strategies make them a valuable, if no longer totally required, partner to the game developer.

    Action item: Consider working with a publisher. Fortunately with publishers’ leverage lessened, they are typically less demanding with regards to what they have to own (IP, sequel rights, revenue share). Or become your own publisher by building that expertise. This is not a simple task, but has been done by some of the top online game developers.

    Everything Becomes a “Console”
    This one is somewhat controversial. It seemed that with the move towards mobile and web, the closed ecosystems of the console world would be under siege and eventually collapse. What game developer (except perhaps the ones most entrenched in with the Nintendos-Microsoft-Sony trinity) hasn’t fantasized about this walled garden having its walls rammed down?

    Well, welcome to the new world. The iPhone has proven that given the right amount of “openness”, neither consumers nor developers really mind closed platforms.

    Even on the anarchic web (regions of which remind one more of a Mad-Maxian post-apocalyptical cyberspace than an enlightened utopia), Facebook is in the process of creating a closed environment within which consumers and game developers can meet and exchange fun and money (more or less) safely.

    This section could also have been labeled “the Rise of the AppStore Model”, since it’s more the App Store than the gaming console which inspires this megatrend. And framed like that, it might have made people happy. But this is a problematic trend (to say the least) that should make us stop to think.

    Action item: Make use of this. Or if you’re brave, build your own!

    Facebook Wallet, Apple Tablet, Unity on Facebook
    And then are the obvious ones.

    Of course Apple will launch its tablet. We even know the screen-size and CPU make. The only uncertainly left is what day it launches. And its price.

    Surely Facebook will launch a payment platform which in tandem with Facebook Connect will dramatically transform the face of microtransactions on the internet. If they do this right, it will finally enable the web-wide microtransactions which we’ve been dreaming of since the dot-com era.

    And of course Unity will be big on Facebook. Several major games will get launched on Facebook, offering awesome games to hundreds of millions of people (not to mention significantly moving the needle on adoption of the Unity plugin).

    Action item: Left as an exercise for the reader :)

  • Using Electroserver To Make an Online MMO

    Posted on January 11th, 2010 IndieGamePod 1 comment

    Mike talks about the benefits of using Electroserver for your Indie MMO

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/engage-expo-electro-server-interview.mp3

    Or listen to it here…

    [wp_youtube]XEvq4rlg228[/wp_youtube]

    Read the rest of this entry »