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The MGC Times

September 2011 Newsletter

 

Dear customers and fans,

Wow. The past two weeks have been amazing. I don't even know where to begin...

 

I guess the first thing I want to do is to thank everyone who has already pre-ordered Dirk Dashing 2. Thanks to you, last month was my best month of sales ever. The pre-order sales so far have paid for about 90% of the cost of the musician and 2 artists that I hired. A few more days of sales, and I will finally start earning some income from this project!

 

I'm also overwhelmed by the hundreds and hundreds of e-mails I have received. When I released it a week early to my existing customers and newsletter subscribers, I received lots of encouraging letters containing praise, suggestions, bug reports, and more. The bug reports were especially invaluable, because I was able to fix a lot of high priority issues that I hadn't previously known about (crashes, game freezes, and such) prior to the official release. So thank you!

 

Following the pre-order release, I took a few days off to rest and recharge my batteries. But now I'm ready to go again!

 

- Troy Hepfner

 

My Online Store Provider Has Changed

 

BMT Micro, Inc. now provides the e-commerce services that power my online store. They were highly recommended by some of my fellow indie developers. I've been using them now for 2 weeks, and I am VERY happy with them. Their customer service is beyond excellent - they not only helped me set things up, but they also stepped in and helped one of my customers when I was out of the office.

 

Through BMT Micro, my online store now has these brand new features:

  • A gifting option, which is something many of my customers have asked for!

  • Payments using Google Checkout and Amazon Payments

  • Toll-free phone and fax orders (at no charge to either you or me) - BMT's telephone number and hours are here

  • German customers can purchase using a Commerzbank account - see details here

Dirk Dashing 2 Production Update

 

Last week, I put together the official pre-order video trailer for the game. Check it out:

http://www.youtube.com/watch?v=-XqETL1zm2I

 

At this point, I'm in a mini-planning phase for how I want to tackle the remaining development. I would like to have the next beta update ready by the end of October, which would include the Part 3 levels. So I need to figure out what I can do in the next 7-8 weeks.

 

There are four different development areas that I have to consider:

  • Fixing the bugs identified so far

  • Building the remaining levels

  • Implementing the interactive music

  • Adding requested new features

Here's what I'm thinking about each of these areas.

 

Fixing bugs. As I mentioned, it turned out to be a good idea making the game available to my existing customers a week before the official release. With a lot more people playing it, many previously unknown bugs were discovered. So far, I've had about 60 bug reports come in, as well as dozens and dozens of great suggestions and enhancement requests.

 

I've assembled a spreadsheet with all of the bug reports and requests, and assigned a priority to each one:

 

1 - game crashes, freezes, installer issues, and other bugs that prevent people from playing

2 - normal bugs: game features that don't work or don't work properly, but don't prevent people from playing

3 - minor bugs, like spelling errors, buttons that don't highlight properly, etc

4 - enhancement requests

I had about a dozen priority 1 issues, most of which I was able to fix in v0.6.1 and release before the official pre-order launch. I also have about 30 priority 2 issues, and another 20 priority 3 issues.

 

Ideally, I would like to tackle some of the priority 2 issues for the next beta update, as well as a few priority 3 issues.

 

Building levels. I'm eager to start building levels for Part 3, but there are two priority 2 issues in particular that will affect the save game format and the way I'm building levels: 1) adding different skill levels, and 2) marking the items when you pick them up so you can't replay a level and collect an infinite number of weapons and gadgets. So I need to work these two issues first. Otherwise, if I wait, I'll have to retrofit more levels later. Fortunately, I don't think these two issues will be difficult to solve.

 

Interactive music. For the pre-order release, we just did simple music loops for each level. But Jesse and I would like to tie the music directly to the plot developments and game events to make it more interactive. Not many games do this, and we think it's an opportunity to do something really special with Dirk Dashing 2. I'm also thinking this might give the game a good chance at qualifying for the Excellence in Audio award in the 2012 Independent Games Festival. The deadline for entry submissions is October 17, so if we're going to enter the game in the IGF, we need to get this done ASAP.

 

Adding new features. I think many of the requested features can wait until the game is closer to being finished, but there are a few requests that would be beneficial to implement as early as possible. These include some minor changes to Dirk's inventory to make it easier to use, and some tweaks to the game's controls to make it even more playable.

 

By the end of this weekend, I'll figure out my plan of attack for all of these areas, and get started. Stay tuned!


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