Sunday, December 4, 2005 - Merry
Christmas!
What is happening to Christmas?
Have you noticed how nobody even mentions the word "Christmas"
anymore. Nobody greets you with "Merry Christmas"; in fact,
the lady at the store wished me "Happy Holidays". When I
responded "Merry Christmas", she told me she wished she could say
that, but she would be fired. I've read things recently and seen on
the news how Christmas is little-by-little being taken out of our
culture. Everyone is worried that celebrating Christmas might offend
someone.
Well, I'm offended that Christmas is
slowly being taken away from us. I have fond memories of Christmas
when I was growing up. I remember wonderful times with my grandparents
and relatives, fireside conversation with egg nog and apple cider, delicious
holiday dinners, fresh baked Christmas cookies, carolers singing special
music at your door, children participating in pageants and musicals, etc,
etc, etc. Some would say that you can still have all that, but without
the name "Christmas" and without all of the religious
symbolism. But what made it all special was the very thing they are
trying to remove from it.
So we are bound and determined to
celebrate Christmas for what it is, no matter what other people think.
We've hung the Christmas decorations on the front page of our web site, as
well as our home. And we're going to celebrate Christmas the way we
love to celebrate it, the way we remember celebrating as we grew up.
And if other people are offended... well, that's their problem. I'll
just wish them a Merry Christmas, the same as I do everyone else. They
can either take that in the spirit of love and joy in which it is intended,
or they can be a Scrooge and ignore it. It's their choice. Merry
Christmas!
Monday, November 28, 2005 - Dirk
Dashing Production Updates
We have returned to work, after a week
off visiting family for Thanksgiving. The first thing I noticed this
morning was that my blog had not been updated in several weeks. So I
have updated our Dirk Dashing production
page with additional behind-the-scenes material, including a photo of my
workstation (where I produced much of the artwork for Dirk Dashing) and a
section about the game music. The game music section features several
live recordings of Jordan Davis playing his acoustic guitar as we
brainstormed ideas for the Dirk Dashing theme.
Currently, I am working on a couple of
new spy gadgets that I came up with during the holiday, as well as some new
characters for the game. The later levels needed some additional
challenge, so I have created some robot characters that are immune to the
stun gas from Dirk's grenades. It should make things more interesting,
as you will have to find alternative ways to get past the robots.
Tuesday, November 8, 2005 - Dirk
Dashing Screenshots and News
I have added two new screenshots from
levels we recently completed for Dirk Dashing. The new screen captures
are available on our Dirk Dashing product
page. We have finished around one third of the game so far. As I
said before, progress is much slower than I would like, but the levels are
looking great and are a lot of fun to play. I had been hoping to be
able to release the game before Thanksgiving, but that isn't going to be
possible.
The game story consists of five
parts. I've been toying around with the idea of selling the first two
parts, and then releasing each subsequent part every 4-5 weeks... sort of
like the old 1930's and 1940's movie serials. But I'm hesitant to
release an incomplete game. Besides, we keep going back to older
levels to make minor improvements, and that would be more difficult to do
once the game is released. So I guess you'll have to be patient for
awhile longer.
Thursday, October 20, 2005 -
"Gaming Grannies" Article
I came across an interesting article
today on the Business Week web site, called Attack
of the Gaming Grannies. What intrigued me was this statistic that
the author referenced from Peter D. Hart Research Associates: "19% of
gamers are over 50". My first thought was "no
way"! But after I reflected on the letters and e-mails we have
received from customers in the past, I reconsidered and thought to myself,
"way"!
We originally wrote Fashion Cents with a
particular target market in mind: young girls, ages 6-14. We were
surprised to discover that the game appeals to women of all ages. In fact,
there are a lot of older women who bought Fashion Cents and/or Word Play for
themselves, and they are frequently up past midnight playing our
games. We thought this was unusual, but the statistics in the article
suggest that this is not so unusual after all. The article even
referenced research that suggests that gaming may actually have benefits for
older folks: it improved their reaction time, vision, reflexes, and mental
abilities (by keeping their mind alert). They even said it was good
for arthritis! How about that?
Tuesday, October 18, 2005 - Dirk
Dashing Progress and New Screenshots
I know many of you are anxiously awaiting
the release of our upcoming game, Dirk Dashing: Secret Agent! I
thought I would take this opportunity to bring you up to date with the
latest developments.
The game programming, artwork, music, and
sound effects are largely completed. The only thing remaining is to
construct all of the game levels. I am discovering that it takes a
quite a while to construct an individual level. Everything has to be
strategically and precisely positioned in a level, with just the right
balance of treasures, traps, bad guys, stun grenades, and hidden/secret
areas. It takes time to design a good level, build it, fill it up, try
it out, and then tweak it to get it right. Sometimes there is custom
artwork or sounds that are needed for a level. Progress is slower than
I would like, but our goal is to produce a high-quality game. So we
are taking our time to make sure we get everything right. In the end,
I'm sure you will agree that it was worth the wait!
I've added a bunch of new screen captures
to our Dirk Dashing product
page, so you can see the progress we are making so far. Enjoy!
Saturday, October 8, 2005 - The State
of the Company
Once again, I want to thank each of our
customers who took the time to write us and share their suggestions,
opinions, and thoughts. Your letters have been a source of great
encouragement to us. I have tried to respond to each letter
personally, and I think I have answered them all.
The variety of the letters we received
was amazing. We heard from parents, single moms, grandmothers,
teenagers, single adults. We read lots of stories about friendly
competitions, family rivalry, slumber parties, mother-daughter times, and
visiting grandchildren - and every story involved Fashion Cents! It
has become clear to us just how much our customers and fans love our game,
and what kind of positive impact it has been making in homes around the
world.
While we were discussing our options
going forward, we took some time to review the state of the company and how
we are doing. First, our sales volume has been steadily increasing,
and if the forecast holds, we will come close to doubling our sales from
last year. That is phenomenal! Second, we continue to find many
positive game reviews from independent sources on the web. Fashion
Cents has also been reviewed in printed magazines - it was featured in the
August issue of Parenting Magazine, and I am told it was featured in the
October issue of Girl Power magazine in Australia. If anyone can
verify this and send us a copy, we would appreciate it. Third, the
feedback we receive from customers and the public continues to be mainly
positive. We still receive letters each week, and our contests
continue to be very popular. Many people have downloaded our Dirk
Dashing beta and provided feedback, and that is encouraging to us. God
has blessed our little company, and our prospects for the future continue to
look good.
As disappointing as it was to find our
Fashion Packs being illegally distributed on the internet, when you put it
in perspective with everything that has been happening this year, we're
doing well. And as your letters have reminded us, our company and our
games are making a difference in the world. That is something the
thieves can never take from us.
While we continue working to complete
production on Dirk Dashing, I will start posting our plans for the coming
year. I'll share our plans for securing our existing games, as well as
plans for new games. Stay tuned!
Tuesday, October 4, 2005 - Dirk
Dashing Beta #3 Posted
I've just finished uploading an update to
our Dirk Dashing beta. This update addresses some more bugs that have been found so
far, including the sound and music cutting out on some systems and some
crash bugs encountered on some AMD machines. Also, we incorporated
some of the constructive feedback we have received by resetting enemy
positions when going through doors, adding some enemy reactions when they
see you (allowing you time to react), and removing the continuous jump
feature when you held down the jump key. As a bonus, the beta now
includes levels 1 through 4.
Thanks to all for the feedback we have
received so far - keep it up!
Friday, September 30, 2005 -
Overwhelmed by Our Customers' Response
The outpouring of support from our
customers and fans today has been overwhelming. We have received many
e-mails of encouragement, as well as questions and concerns over what will
happen to our software as a result. We are still discussing our
options and thinking about what we are going to do.
One thing I know for sure is that we will
honor our commitments. We will continue to offer free add-ons for our
customers, as we have promised in the past, although the method for
distributing those add-ons is likely to change.
Also, we have been planning to do a major
upgrade to Fashion Cents next year, which will introduce some brand new
features. We are considering what kind of features we could build into
the game that only our paying customers would have access to, such as an
online high-score table that will allow customers to submit their best
scores to our web site. I have some other ideas, but I think our goal
should be to add value for our paying customers and make it worthwhile to
purchase the game rather than steal it.
Thursday, September 29, 2005 - Hackers
Spoil It For Everyone
We discovered today that someone has been
illegally distributing our Fashion Packs on a certain hacker site. It
frustrates me that we pour our hearts into making a good game and go above
and beyond other developers to continue to support our game with free
add-ons and upgrades, only to have people ruthlessly steal it from us.
To go the extra mile, and have it make no difference to some people - it
blows my mind.
And I bet the thieves don't even give it
a second thought, or even think about the fact that they are robbing
someone. It's not like we're a huge corporation that can afford to
lose a few sales. Our small company depends heavily on the sales we
generate to keep going. Any drop in sales is a serious problem for us.
The hackers claim that they love our
game, but the funny thing is that they are ruining it for themselves and
everyone else. And they don't even understand it. Or they don't
care. Because of what has happened, we now have to consider
alternative business models. For example, we may have to stop
distributing our add-on packs for free and start charging for them. We
may also have to think about using stricter licensing on our games, so that
they are essentially locked to one particular machine. These things
frustrate me as an end user, as I am sure it does to many of you.
What are your thoughts on this? E-mail
us and let us know.
Thursday, September 22, 2005 - 2006
IGF Entries Posted
The Independent Games Festival has posted
the list of entries for the 2006 competition on their web site at http://www.igf.com.
As I wrote earlier in the month, we submitted our beta of Dirk Dashing to
this competition. So if you want to see who our competitors are, head
over to the IGF web site and take a look. I'll warn you though, some
of the entries this year are pretty sick and twisted, in my opinion - not
family-friendly at all. Please pray with us that Dirk Dashing will be
a shining gem, a clean game amidst the rubbish, that will demonstrate that a
game doesn't need controversial elements in it to be considered fun or to
get people's attention.
Saturday, September 17, 2005 - Preview
of Fashion Pack 10... in Dirk Dashing
We're doing our best to build a lot of
humor and interesting things into our upcoming game, Dirk Dashing. I'm
sure many of the people who have downloaded and played our beta version have
discovered some of the interesting things we have added to the town in the
second level. For those of you who may not have noticed, or perhaps
have not yet downloaded the beta version, I wanted to call your attention to
the fact that there are some items from the upcoming Fashion Pack 10 on
display in one of the shops in town. So if you want a sneak preview of
December's winter-themed add-on pack for Fashion Cents, check out our Dirk
Dashing beta! And be sure to share your thoughts and opinions about
our latest game with us!
Monday, September 12, 2005 - Letter
from a Happy Contest Winner
As you may or may not know, we receive a
lot of fan mail from girls and women each week regarding our popular game
for girls, Fashion Cents. We recently received a humorous letter in
our post office box from a recent contest winner, Ruth Sutherland, who you
may recall won the award for the Cutest Outfit in our recent Fashion Dos and
Don'ts Contest. Ruth gave me permission to share this letter with you:
|
"Dear Troy and Victoria,
Photo attached shows what a creative
brother-in-law can do with gold paint, a Barbie doll, and some 'fashion
cents'! We took this especially for you so you could also enjoy my
'trophy' for my recent contest win!
With warm regards from a happy player
with swimsuits! Ruth"
|

|
You can click on the thumbnail picture
for a larger version. We had quite a chuckle when we received the
photo! Thanks to Ruth for sharing it with us, and allowing us to share
it with our fans! It never ceases to amaze me how this simple little
game we created finds its way into the hearts of so many people.
Enjoy!
Friday, September 9, 2005 - Dirk
Dashing Update Posted
I've just finished uploading an update to
our Dirk Dashing beta. The update addresses some of the performance
issues that have been found so far. The side-scrolling is now much
smoother and sharper, at least on all of our computers here. We also
changed the rate at which the music is streamed, so it should fix the
problem that some have reported about the music cutting in and out.
Thanks to all for the feedback we have
received so far - the response has been very positive, and we've already
found some bugs that we didn't know about. Keep it up!
Wednesday, September 7, 2005 - Dirk
Dashing Beta Released
Last night, we uploaded the first two
levels of Dirk Dashing to the Independent Games
Festival competition. As some of you know, we entered Fashion
Cents in that contest two years ago, and it made into the distinguished list
of top ten finalists! We're hoping that Dirk Dashing will do just as
well, if not better!
To celebrate this milestone in the
development schedule, I decided to make these first two levels available as
a beta version to our customers and fans. As I mentioned when I first
started this blog, it is my desire to involve our customers in our
development process. So we want your feedback - what you liked about
the game, what you didn't like, any bugs or problems you may have
encountered, suggestions for improvements, or ideas you may have for making
the game better. We want this game to be as good as it can possibly
be, and we will seriously consider all of the feedback that we
receive. Obviously we have to weigh your ideas against the overall
design goals of the game, balance them against other ideas, and then decide
what we can feasibly do - so we may not incorporate all of the feedback we
receive. But we will listen carefully to your feedback, because we
want to create a game that you will enjoy.
The official release for Dirk Dashing
will be sometime in November, although the free shareware version may be
available sooner. So please send us your feedback as soon as possible,
so we have time to consider it and possibly incorporate it into the game!
Wednesday, August 31, 2005 - Dirk
Dashing Soundtrack Completed
Last night, Jordan delivered the final
version of the Dirk Dashing soundtrack. I am very pleased with how the
music has turned out for the game. This is our first customized
soundtrack, and it is great. There are seven different music loops in
all, so there will be a good variety of songs for the game. The Dirk
Dashing theme was recorded with a real guitar, as were several of the other
music loops that play off of the theme song. I've already converted
most of the music into the ogg format and added it to the game, and the
music works very well with the cartoon graphics and sound effects. All
the pieces are coming together nicely, and it's exciting! Stay tuned!
Tuesday, August 30, 2005 - New Dirk
Dashing Screenshots Posted
I have posted two new screenshots from
our upcoming game, Dirk Dashing. These new screenshots illustrate the
uniqueness of each level in the game. You can view the new pictures by
visiting our product
page.
Sunday, August 21, 2005 - The Rising
Problem of Credit Card Fraud
This year we have seen a huge increase in
our sales, which has been great for getting our business going; however, we
have also had an unprecedented number of fraudulent orders. In the
past couple of months, we have had at least three fraudulent orders that we
are aware of. This has led us to make some changes to our shopping
cart system in order to better protect our customers and ourselves from the
rising problem of credit card fraud.
The centerpiece of our changes is a new
fraud detection system that we have added to our online store. The
system goes above and beyond the current address verification and card code
checks that are made, and performs a whole host of tests to verify that the
customer is the legitimate owner of the credit card being used. And it
does so without disclosing a customer's personal information or collecting
any additional information from the customer. This system has been
online for approximately one week, and it has already intercepted four
potentially fraudulent orders.
Now, there is the possibility of false
positives, meaning that the fraud detection system could mistakenly mark a
legitimate order as fraudulent. All potentially fraudulent orders are
routed to a holding queue for review. I personally review each of
these orders, and if I have any doubts as to the legitimacy of it, my policy
is to reject the order. This is the safest course of action, or our
customers and our company. Of course, for those who are concerned
about using their credit card online, we still accept PayPal in our online
store, and U.S. residents can mail us a check to purchase our games.
But we are confident that this new system will significantly reduce the
problem of credit card fraud here at My Game Company.
One parting word regarding our upcoming
game: Dirk Dashing's first mission will be to recover some stolen items from
an international jewel thief. But the game also has some other stolen
items that you can recover for bonus points. The biggest of these
stolen items, which is worth the most points, used to be a treasure
chest. But yesterday I changed it to a credit card. It just
seemed appropriate.
Tuesday, August 16, 2005 - New Dirk
Dashing Screen Capture
We've added a new Dirk Dashing screen
capture to our product
page. This one shows one of the many barns that Dirk will encounter as
he travels through the Bavarian countryside. Dirk is able to run
through the open door and explore inside the barn.
Monday, August 15, 2005 - 101 Ways to
Defeat a Bad Guy
One of the interesting challenges we have
faced in the design of our upcoming game, Dirk Dashing, is the question of
how Dirk will defeat the bad guys he encounters. Most spies in the
movies, television shows, and books that we are familiar with either carry
guns or are trained in some form of hand-to-hand combat. So naturally,
someone who plays our game will expect Dirk to be able to defend himself in
a manner that is consistent with the secret agent persona.
This has posed an interesting problem for
us: what level of violence is acceptable for children, since our games are
written for children of all ages? Obviously, we have no intention of
portraying graphic violence like that found in most mainstream games, so
there will be no blood or gore. But what about guns or other
weapons? If Dirk had a gun, how should the "bullets"
dispatch the bad guys? Would they just fall down and lie still when
hit, or fade away into nothingness? What if the "bullets"
were non-lethal - how would those work? In Commander Keen, an old
side-scrolling DOS game that has heavily influenced how Dirk Dashing looks
and plays, the "bullets" were energy discharges that stunned an
enemy, leaving them sitting or lying on the ground with a circle of stars
over their heads. While we like that cute approach, we don't want to
make our game look like an exact clone of Commander Keen. So we looked
at other old side-scrolling games. In one game, the
"bullets" caused the bad guys to disappear and be replaced with a
tombstone that said "RIP". In another game, the
"bullets" caused the monsters and bad guys to disappear in a red
poof (like a miniature explosion). There was no blood or gore in
either of these solutions, and they conveyed the idea without depicting
violence, per se. But would either of these solutions be acceptable to
families today, who are hyper-sensitized to the problem of violence in
computer games?
Or what about hand-to-hand combat?
Hand-to-hand combat would mean that Dirk would defend himself by blocking
and hitting/kicking. If we allowed Dirk to punch or kick, would that
be considered too violent for children? Many cartoons over the last 50
years have had heroes that defeated bad guys by hitting them, like Batman
and other super heroes, Kim Possible, Popeye, Tom and Jerry, and even Mickey
Mouse (in his older cartoons). But in each case, a viewer always
watched the hero hit or kick and never initiated that behavior
themselves. That makes a computer game a little different.
If not hand-to-hand combat, what if Dirk
defended himself indirectly, like dropping something on the bad guys from
above or triggering something in the game environment that dispatched the
bad guy for him? Would that make any difference, or would that still
be considered too violent for children? Again, there are many cartoons
that have shown this sort of thing over the years, like dropping anvils on
someone's head, placing rakes for someone to step on, causing someone to
fall, etc. I definitely remember times where parents expressed concern
over this sort of cartoon violence.
We struggled with this question for a
long time, before Victoria finally came up with an interesting, non-lethal
solution. We decided to equip Dirk Dashing with knockout gas, in the
form of grenades that Dirk can throw. When the grenade strikes
something like a wall or a character, it will emit a puff of gas that will
render a bad guy unconscious. This gives us the non-violent solution
that we were looking for, but is still consistent with the secret agent
persona. It also gives us a very unique and interesting weapon -
instead of shooting a bullet in a straight line, which is what hundreds of
side-scrolling games do, Dirk will throw a grenade in a curved arc.
And the longer you hold down the fire button, the farther Dirk will throw
the grenade. It will take some practice and skill to learn how to use
the grenades effectively, but it will be a fun and non-violent weapon to
use.
Thursday, August 11, 2005 - Jordan
Davis Joins Our Team
I would like to welcome Jordan Davis to
our team. Jordan is our new musician, and he has been working on the
soundtrack for our upcoming game, Dirk Dashing: Secret Agent.
The music is coming together
nicely. Jordan and I spent a couple of hours this evening
brainstorming some additional music ideas for the game, and I think we have
finally found Dirk's theme song! And it rocks! The game will
have a variety of musical loops, and several of them will be based on the
new Dirk Dashing theme.
I've added a short bio on Jordan to our About
Us page. Welcome aboard, Jordan!
Friday, July 29, 2005 - Two More Full-Size Dirk Dashing Screen Captures
I've posted two more full-size screen captures on our product
page. This is a nearly completed cave scene that comprises one of the
hidden areas on Level 1. There are two versions of the cave scene -
the normal version, and the version you see with the x-ray glasses (one of
the many fully-usable spy gadgets in the game). More to come - stay
tuned!
Thursday, July 21, 2005 - First
Full-Size Dirk Dashing Screen Capture Posted
I've posted a full-size version of one of
our Dirk Dashing screen captures on our product
page. It is the snowy woodland scene, which is the very first scene
you will see when you begin Level 1. Just click on the thumbnail to
view the full-size version.
I also plan to have a full-size version
of a completed cave scene for you in a few days. This will be one of
the hidden areas on Level 1. For now, you'll have to make do with the
thumbnail image.
Game development is progressing
nicely. Most of the basic game mechanics have been coded, such that
Level 1 is almost fully playable. It is really exciting to see the
game in action! In another couple of weeks, the programming portion of
the game will be nearly finished, and then we start building levels and
putting all of the pieces together.
Wednesday, July 13, 2005 - Fashion
Cents is... Educational?
It's amazing to me how many schools have
recently purchased our games for their computers. I can understand why
they might purchase Word Play because it can be used to help teach and
enlarge one's vocabulary. But many of these schools are purchasing
Fashion Cents. I had not thought of Fashion Cents as an educational
game.
Because of letters we have received from
teachers and parents, I am beginning to understand the educational value
that they see in Fashion Cents. First, it teaches basic computer
skills to girls. We have been told by some parents that they had no
trouble getting their young boys interested in computers - they just gave
them some games, and in no time, the boys were learning how to use the
computer. But they just could not get their daughters interested in
computers, and they were concerned that their girls would be behind other
children in terms of computer skills. But then they found Fashion
Cents, and in no time, their girls had learned how to use the mouse, how to
do drag and drop, and how to do other basic operations on the computer.
Second, Fashion Cents makes you
think. When you play the game, you have to pay close attention to the
pieces you are given and all the colors that are on them. A careless
move can cost you the game. In addition, there is an element of
strategy to the game. You have to plan ahead in order to score big
combo bonuses, and you have to play your pieces wisely in order to maximize
your chances of completing the level (particularly in later levels where the
game gets progressively harder). The strategy element of the game is
something that many other girl "games" lack.
Third, Fashion Cents inspires the girls
in a way that other games do not. When the girls see a computer game
made just for them, with their interests in mind, some of them begin to
think about what it might be like to create games like it. Fashion
Cents is sparking their imaginations. Because of this, perhaps some
girls may choose to pursue a career in computer science or engineering
because they have seen that it can as much fun for girls as it is for boys.
So Fashion Cents does have some
educational value, after all. We didn't plan on it when we made the
game - we just wanted to make a game for girls that was fun. But kudos
to parents and teachers who have figured out how to use the game to teach
their girls!
Friday, July 1, 2005 - Plans for the
Future
It occurred to me the other day that
customers and fans of our previous puzzle games may be looking at Dirk
Dashing and wondering where My Game Company is going. We started our
company by producing two great puzzle games, but our third game is very
different. Have we abandoned puzzle games?
For those who may be wondering about
that, I want to lay your fears to rest. We have not abandoned puzzle
games. In fact, once Dirk Dashing is done, we have two new ideas for
puzzle games that we plan to work on next, including another game for girls.
It has always been my vision to produce
two different kinds of games. I want to make games that appeal to boys
and girls. And let's face it, boys and girls are different and they
enjoy different kinds of games. While there are some boys who do play
Fashion Cents, most probably won't even consider downloading it - let alone
playing it (unless their mom or sister happens to download it and they see
how fun it is). Our first two products were not designed with boys
specifically in mind, so when it came time to develop our third game, we
felt that we needed to start developing our action/adventure line of games.
I've always been partial to adventure
games, and classic side-scrolling action games in particular. That's
how Dirk Dashing was born. I have lots of ideas for other such games,
which we will be working on in the coming years. Victoria, on the
other hand, loves puzzle games. So rest assured - we will be producing
both kinds of games in the future.
I've also been asked by various customers
when we will be producing another game for girls. We are working on
some concepts for such a game, and we welcome any ideas you may have.
In the meantime, I think girls will enjoy Dirk Dashing every bit as much as
the boys will. The cartoon nature of the game makes it fun for
everyone!
Thursday, June 30, 2005 - First Dirk
Dashing Screenshots Posted!
The first screenshots from our upcoming
game, Dirk Dashing, have been posted on our product
page. There are three: at the top of the page is our final title
screen, and at the bottom of the page are two screen captures showing our
new DynaPaint graphics engine in action! I think you will agree... it
looks awesome!
I know many of you have been waiting to
get your first glimpse of our new game, and we are pleased to share these
screenshots with you. More to follow... enjoy!
Wednesday, June 15, 2005 - Dirk
Dashing Escapes From Windows!
For a long time, Microsoft Windows has
dominated the personal computer market as the most commonly used operating
system. Part of this is because manufacturers sell computers with
Windows pre-installed on it, and part of it is because there has not been an
alternative operating system for PCs that is as user-friendly and
easy-to-use.
Until recently.
We have been following the growth and
development of the Linux operating system for the past couple of years, and
we believe it is nearly ready for prime time. There are a number of
user-friendly versions of Linux that are inexpensive (or even free), and can
be installed on a PC with almost the same ease as Windows. And best of
all, it never crashes, collects spyware, or suffers from nasty
viruses. It is very safe and secure, and we love it!
Linux is becoming more and more popular,
so we have decided that our latest game will run on both Linux and
Windows. Therefore, our next game will not utilize Microsoft's
DirectX. We have decided to write the game using cross-platform
technologies like OpenGL for the graphics and OpenAL for the audio.
This will allow the game to run on either Linux or Windows. We could
even decide to port the game to Mac OS X in the future.
I plan to update the Dirk Dashing page
with some preliminary screenshots of our new DynaPaint engine (implemented
in OpenGL) by the end of June. Stay tuned!
Sunday, June 5, 2005 - Fashion Pack 8
Accessories Added to Resource Center
In preparation for the upcoming release
of Fashion Pack 8, I have added the new accessories to our Fashion
Cents Resource Center so you can get a good look at the new items that
will be available shortly. We have had many compliments from fans on
the cute puppy, as well as some requests for other pets like kittens.
We have added that request to our list, and we are considering the
possibility of doing a "pet pack" next year. Stay tuned!
Saturday, May 21, 2005 - New
Voiceovers for Fashion Cents 2.0
We just spent the afternoon with Hilary
Burris, the talented young lady who gave us the original voiceovers for
Fashion Cents. She helped us record dozens of new voiceovers today for
the upcoming release of Fashion Cents 2.0. The new voiceovers will add
a lot of variety to the game, so players will not have to listen to the same
limited number of comments during gameplay. Almost all of the new
voiceovers came from her ideas and suggestions, and they are absolutely
delightful. I think players will be pleased with the quality and
quantity of comments that will soon be available.
The only problem is that Hilary's voice
has changed since we recorded the original audio tracks two years ago.
This means that we will not be able to reuse many of the original voiceovers
for Fashion Cents 2.0. We know many of you will be disappointed about
that, but it can't be helped. The two sets of audio tracks just do not
work well together because her voice has changed too much. However, I
think you will enjoy the new comments every bit as much as you did the
original comments. And for those who enjoyed the original comments, we
did rerecord them in her new voice.
The new voiceovers have a much more
mature and sophisticated quality to them, while at the same time maintaining
that youthful valley girl sound. The comments are very contemporary
and filled with humor. In addition to adding new comments for wrong
moves or cute/ugly outfits, we also added comments for lots of new events
where we felt comments were lacking in the original game, like when you take
too long to make your next move or when you use a bleach bottle, scissors,
or credit card. There are also some comments specific to certain
add-on packs.
No release date has been set yet for
Fashion Cents 2.0, but it will one of our next projects after Dirk Dashing
has been completed. Stay tuned!
Sunday, May 15, 2005 - DOSbox: a
Wonderful Discovery
I recently discovered a wonderful new
freeware utility called DOSbox,
which lets you play older DOS games on modern operating systems like the
newer versions of Windows, Mac OS X, and Linux. Thanks to this great
little program, I have been rediscovering some of my favorite games of years
gone by.
In my excitement, I wrote a short review
of one of my favorite games of all time: Commander
Keen! Actually, Commander Keen consisted of a series of games, and
each one gave me weeks and weeks of enjoyment. I played and replayed
these games so many times, I have them all memorized! And now I get to
play them again!
The Commander Keen series of games was
what got me excited about developing computer games. In fact, in the
coming months you will discover that the design of Dirk Dashing was heavily
influenced by Commander Keen and other side-scrolling games like it.
So if you want a little preview of how Dirk Dashing will play, take a look
at my review and maybe download Commander Keen and try it out. Despite
the dated graphics, I think you and your kids will enjoy it!
Thursday, May 5, 2005 - Spyware/Adware
Targeting Kids
I came across an article
today on the c|net news site about a 25-year old Harvard law student named
Ben Edelman who has been researching spyware and adware and documenting how
it all works on his web site.
For those of you who may not have heard of these terms before, spyware and
adware are programs that can install themselves on your computer as you
browse the internet. Sometimes this happens without your knowledge,
but usually the spyware and adware makers disguise their programs as a
different program like a search tool or a browser add-on.
Spyware/adware programs track the web sites you visit and what you do on
your computer, and many of them report these statistics back to their
makers. Some malicious spyware also scans your computer for personal
information like credit card numbers, back account numbers, and so forth.
Apparently the spyware/adware makers are
very upset with Mr. Edelman for exposing how their technology works, because
they use it to target internet users with ad banners, popup ads, e-mail spam,
and other advertisements.
After reading this article and visiting
Mr. Edelman's web site, I discovered two disturbing pieces of information
that I felt I should share with you. First, I learned that adware
makers are targeting kids sites. According to Mr. Edelman, "I've
been trying to figure out how these programs have such a large installed
base: Who in their right mind would agree to have their computer become a
vehicle for pop-up ads? It turns out that many of these programs target
kids. They advertise their software at kids sites. They bundle it with video
games. They use advertisement images like smiley faces." On his
web site, Mr. Edelman also stated, "Lots of companies want to take
advantage of users who may be a bit confused, a bit naive, or a bit too
quick to click yes." This is the first thing that I learned that
bothered me.
The second thing I learned is that the
spyware/adware makers are able to produce these programs as a full-time
business because they sell advertising to companies. This is what Mr.
Edelman had to say about it in the c|net article: "There's just a huge
amount of money changing hands here. The biggest, richest American companies
are buying advertising through spyware. The biggest, richest venture capital
firms are investing in those who make this kind of unwanted software. That's
names like American Express, Sprint PCS, Disney, Expedia, ..."
I'm not one to spread information like
this to help foster paranoia or to denigrate other companies. I want
to assure you that isn't my intent. My intent in sharing this with you
is twofold: first, to point you to this information so you can better
protect your kids and your computers, and second to assure you that My Game
Company will never bundle spyware/adware programs with our games.
It is my pledge to you that any game you
download directly from our web site will never include any other software
bundled with it. One of the ways we guarantee the integrity of our
games is by our membership in the ASP
(Association of Shareware Professionals). As an ASP Member, our
software is developed in compliance with ASP standards. Also, the ASP
works with many shareware sites on the internet to ensure the safety and
security of shareware, and as a result, many shareware sites now provide
download links that come directly to our site rather than hosting the files
themselves. Therefore, you can download our games directly from us and
be safe.
Sunday, May 1, 2005 - Dirk Dashing: A
Sneak Peek into our Next Game
Yesterday marked the one year anniversary
of our release of our second game, Word Play. I've had several folks
e-mail me in recent months, asking when we are going to be releasing our
third game. I want to assure you that we have not been idle. In
addition to regular updates to both Fashion Cents and Word Play, we have
been working quietly behind-the-scenes on our next game. It has taken
awhile to produce, but we have finally come to a point where we can begin to
unveil what we have been working on all this time.
I have updated our Preview
page with the official name of our third game - "Dirk Dashing: Secret
Agent!" I have also created a product page for it and posted some
interesting production notes and behind-the-scenes information. If you
are curious what we have been working on in the past year since we released
Word Play, take a look and tell us
what you think.
Thursday, April 21, 2005 - Preparing
Our Next Contest
After the tremendous success of our first
contest, where we asked our customers and fans to submit ideas for names for
Fashion Pack 7, I have decided to repeat the exercise with our next Fashion
Pack. Fashion Pack 8 will be released in early June. So I have
been putting together the contest details and getting it ready to start
running in early May.
Fashion Pack 8 will provide a whole new
set of accessory items for Fashion Cents, including rimmed glasses, a new
pair of sunglasses, jackets, necklaces, and more.
Saturday, April 2, 2005 - Update on
Game 3
It's been a couple of weeks since I last
posted, and I thought I would bring you up to date on our progress for our
third game.
The game is an action/adventure game, and
it is our first story-based game. The basic storyline is complete, and
Victoria has given it her stamp of approval. It will be an interactive
story, which means your decisions in the game will influence the outcome of
the story. We have spent a lot of time working out the logistics of
the story, so that the game will give the player as much freedom as
possible. There will be multiple paths through each level and multiple
ways to solve each puzzle, and each decision you make will have an impact on
what happens next in the story. I will reveal more about the story at
a later time, but for now I will say that it follows the adventures of a
secret agent as he tries to save the world.
I have been busy working on the artwork
for the game, consisting of various objects, animated characters, and scenic
backgrounds. The game art has a definite cartoon feel to it. All
of the animation is being drawn by hand in a traditional animation
style. Also, the background elements are being painted by hand using a
combination of acrylic paint and watercolors. It is a painstakingly
slow process, but the results are terrific. And it is a lot of fun
too! It has been a long time since I have painted anything, and I had
forgotten how much I enjoyed it.
At the end of April, I plan to update our
preview page with the official title of Game 3, as well as samples of the
game art and a paragraph or two about the story. Stay tuned!
Monday, March 14, 2005 - Screenshot of
Fashion Pack 7
Last night I finished working on the
screenshot for the next Fashion Pack, which will be released this Saturday,
March 19. Click here
to see all of the new ball gowns, tiaras, and jewelry that will be available
in this new add-on pack!
Victoria and I are sorting through the
list of contest entries to determine the name for the add-on pack. It
is a tough decision, as there are a lot of great ideas submitted by our
Fashion Cents fans! Stay tuned!
Thursday, February 24, 2005 - A Sneak
Preview of Upcoming Fashion Packs!
I have just finished creating a bunch of cute new
clothes and accessories for the Fashion Packs that we will be releasing this
year. There will be four of them, and we will release one each quarter. As
usual, the fashion packs are only available to registered owners of Fashion
Cents, and we make them available free-of-charge as our way of saying
"thank you" for your support.
The themes of each add-on pack were based on
suggestions we received over the past year from our customers. We received a
lot of great suggestions, and we selected the four most-requested themes.
The themes will be 1) a formal-wear/princess theme, 2) an accessories-only
theme, 3) a cheerleader theme, and 4) a winter-wear/figure-skater theme.
I spent the past two weeks coming up with designs and
drawing some really cute outfits for each add-on. It was a lot of fun! You
can see some sample clothes from the formal-wear and accessory-only add-ons
by clicking here.
If you have some ideas for add-on packs that you would
like to see next year, contact us.
We would love to hear your ideas!
Now that this year's Fashion Packs are done, I've
returned to work on our next game! Stay tuned for some sneak previews in the
coming weeks!
Wednesday, February 16, 2005 - Who We
Are and How We Got Started
We've updated our About
Us page with some brief biographical information about our staff - all
two of us! We also included photos, so you can see who we are.
We started My Game Company because we
have noticed a growing vacuum of clean, family-friendly games in recent
years. We have many friends with kids who have lamented over this trend, and
the more people we talked to, the more we realized that there is a sizable
market here that is being largely ignored by the mainstream game companies.
I’ve always loved computer games, and I created lots of simple little
games in college. With the encouragement of family and friends, I decided to
see if I could turn my hobby into a viable business. So in the spring of
2003, Victoria and I started our own computer game company. Our purpose is
to create clean, family-friendly games for boys and girls of all ages, as an
alternative to the trashy titles and grotesque games that are prevalent on
the store shelves.
We were trying to decide what our first
game would be when Victoria came up with the idea for Fashion
Cents. She had just gone shopping, and had returned with several
bags full of clothes. Naturally, she wanted to demonstrate how all of
the different shirts and slacks went together, so she put on a little
fashion show for me. Now, six shirts and six slacks make for A LOT of
possible combinations. So needless to say, the fashion show took some
time. After awhile, I suggested that perhaps she could just hold up
the different clothes in front of her, kind of like a paper doll. So
we started to talk about paper dolls, and how much fun they were for her to
play with as a child. And then I asked the magic question, "I
wonder how you could turn something like paper dolls into a computer
game?" And Victoria answered with something like this:
"Well, you could have some dolls lined up, and you could have the
computer randomly select from a variety of clothes. And you have to
match up the clothes in order to make outfits..." And in the next
five minutes, Victoria described the entire concept of the game that would
become Fashion Cents.
And that's how it all started...
Sunday, February 13, 2005 - First
Entry
I am discovering that one of the perks to
selling our games as shareware is the correspondence we receive from our
customers. We receive e-mails almost every week from people who have bought
our games and want to tell us how much they are enjoying them. I do my best
to respond to each letter personally, and I have found that I end up getting
even more e-mails!
There seems to be a desire on the part of
consumers not only for good quality products but also for involvement with
the companies they purchase products from. I think people like it when they
can e-mail a company about their questions or suggestions, and get a
meaningful response. They like to know that the company actually listens to
their feedback and ideas, maybe because that personal touch seems to be
rarer and rarer these days.
Case in point: last night, I posted the
announcement regarding our first-ever contest, asking consumers to help us
name our 7th add-on pack for Fashion Cents. When I woke up this morning, my
inbox was flooded with e-mails! I was not prepared for the tremendous
response that I would get! I have received over 40 e-mails so far today with
dozens and dozens of wonderful ideas! Many of the e-mails I have received
included not only title ideas but also notes telling me how much they are
excited about this contest and about the opportunity to participate!
This has started me thinking about a new
direction for My Game Company. I want to provide opportunities for consumers
to get involved with the company. I think there is value for both the
consumer and the company in this. So I'm going to start adding personal
touches in everything we do. I want consumers to have the opportunity to be
involved in our development process and daily activities. I want consumers
to think of My Game Company as "my" game company.
This blog is the beginning of this
process. I think the first step to making My Game Company feel more personal
to its customers and visitors is to give the public the opportunity to get
to know the people who work here. So in my next entries, I will begin by
introducing myself and some of the people who are involved with My Game
Company.