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        <title>Troy Hepfner's Blog</title>
        <description>Personal web log of Troy Hepfner, President of My Game Company</description>
        <link>http://www.mygamecompany.com/blog/index.htm</link>
        <docs>http://blogs.law.harvard.edu/tech/rss</docs>
        <lastBuildDate>Mon, 22 Apr 2013 16:56:55 -0700</lastBuildDate>
        <pubDate>Mon, 22 Apr 2013 16:56:50 -0700</pubDate>
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            <title>What's next?</title>
            <description><![CDATA[Now that Word Play Deluxe is out, and all of my games are now using the 
same core engine and running well on Windows, Mac, and Linux, I'm taking
 a break. I've been on the go without much of a rest for months now.<br>
<br>
On the more immediate horizon, I'll be working on some patches for Dirk 
Dashing 1 and 2 to fix some bugs that players have reported. I hope to 
finish these patches sometime in the next 2-3 weeks.<br>
<br>
There are also some long-overdue web site updates that I need to tend 
to. I worked up a new site design last summer, using more modern and 
easier-to-maintain technologies, and it's time to convert the site to 
this new design. That will probably take a couple of months to finish.<br>
<br>
While that's going on, I need to think about where I want to go from 
here. There are a lot of things going through my mind right now, and I 
need time to sort them all out. First, the gaming landscape has changed 
considerably since I first started this company back in 2003. My 
original target audience consisted strictly of kids ages 6-14. My gut 
feeling is that many kids nowadays spend their time on tablets and other
 mobile devices, not desktop/laptop computers, but I don't have any 
solid evidence yet to back up that assumption - I just know that I've 
seen a lot of kids using iPads, iPods, and iPhones. I've also learned 
that many kids now spend a lot of time on free flash game web sites, 
mainly because they can't even download (let alone purchase) games for 
their computers due to parental restrictions that can be enforced in 
newer operating systems. I think both of these factors have contributed 
to my overall decline in sales over the past couple of years. So I need 
to think about whether or not I want to move into mobile game or flash 
game development - there are pros and cons for each.<br>
<br>
Second, I've had a lot of requests for a third installment of Dirk 
Dashing. I would really like to do more Dirk stories. I have plots and 
outlines for a good half-dozen more stories, and at bare minimum, it 
would be nice to wrap up the series with a final confrontation between 
Dirk and Dr. Ego. But I have to look at this from a business standpoint.
 The control scheme in Dirk Dashing doesn't seem like a good fit for an 
iPad or other tablet since they have no arrow keys or joysticks, so if I
 do a third installment, it will probably have to be desktop-only (like 
the first two). And as I mentioned, my desktop sales have been 
declining. Only about half of my original Dirk 1 customers have bought 
Dirk 2 - far less than I had anticipated. I suspect it might be because 
many of the original customers have moved to tablets and other portable 
devices. Also, Dirk 2 has only brought in a handful of new customers. At
 this point, the game still hasn't quite paid for all of the audio and 
art expenses, to say nothing of the 2 years of my time that I invested 
in the project. While I would really love to make another Dirk game, it 
doesn't make good business sense. So if I choose to do that, then 1) it 
would be for the fans and my own personal enjoyment, and 2) it would 
probably have to use mostly existing art and music in order to keep the 
cost down.<br>
<br>
Third, I've had some requests to do a RPG (role-playing game). Examples 
of popular indie RPGs include the Eschalon series, the Aveyond series, 
and various games by Aldorlea and John Wizard Games. I must confess this
 has some appeal for me. I haven't made such a game yet, but I have had 
stories and character sketches in mind for such a game for a very, very 
long time. Plus, this is one genre of games that is still selling very 
well on desktop/laptop computers. There's a lot of demand for good RPGs,
 and I know of several indie developers that are able to make a living 
creating such games. The downside is that this would be another 2-3 year
 project for me. Since I want to support Mac and Linux, I can't use RPG 
Maker (a popular toolkit with many indies that is Windows-only). 
Koonsolo Games, the indie who made Mystic Mine, has been working on an 
equivalent engine that was originally cross-platform. But he's been 
working on it for several years now, and still has a long way to go. 
Plus last year he announced it will be Flash-only. So I don't think that
 will work for me either. That means if I want to make a RPG, I'll have 
to build my own engine or try to license someone else's. Both have their
 pros and cons. But either way, a RPG will be a lengthy game project, 
and I have to decide if I can tackle such a project right now. Plus, to 
make a successful RPG, it would have to appeal to older players as well 
as my primary target audience.<br>
<br>
Fourth, I've had requests from some customers for some additional 
casual-style games. I do have designs for several puzzle/word games that
 I think would be good. The nice thing about casual games is that they 
tend to be shorter game projects. I've also talked with Jake Birkett 
over at Grey Alien Games - he used to work for Big Fish, and does 
consulting work to help developers get games to a point where they would
 be accepted by casual game portals like Big Fish. So there's a 
possibility that I might be able to create a few casual games to help 
bring in revenue. The downside is that 1) the games would have to be 
designed/implemented to appeal to a broader target audience (which means
 they may not end up appealing to my primary target audience), and 2) 
when I'm working on smaller casual game projects, I won't be able to 
work on larger projects like another Dirk game or a RPG. I have so many 
stories I want to tell, and it takes 2-3 years to create a larger 
story-based game. Given that I'm now 43 (soon to be 44), I'm probably 
not going to be able to tell all of the stories that I want to tell. So 
every casual game I write keeps me from telling another story.<br>
<br>
So at this point I'm not sure what I want to do next. I need to take 
some time off and mull over the possibilities. Do I move to new mobile 
platforms? Do I move to a broader target audience? What kinds of games 
do I want to make, and how can I make them in such a way to increase 
sales (especially when I'm still one guy and don't have a big budget)? 
While I think these things over, I'll catch up on patches and web site 
changes, and hopefully in a few months I will have answers to some of 
these questions.<br>
<br>
Please feel free to reply to this thread or e-mail me with your ideas. I need all the input I can get!]]></description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2159-What-s-next</link>
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            <pubDate>Mon, 22 Apr 2013 16:56:52 -0700</pubDate>
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        <item>
            <title>Word Play Deluxe Update #6</title>
            <description>I had to take my car into the shop this morning for a quick repair on 
the door handle, and while it was there, they noticed a leak. So 
needless to say, they had to keep it awhile longer while they fixed it. 
So I'm getting a late start on the release of Word Play Deluxe.&lt;br&gt;
&lt;br&gt;
I've got the Mac builds and installers finished, and am waiting on the 
Windows builds. I still have to create the Windows installers and the 
Linux builds and installers, and then test it all out. So it will 
probably be tomorrow morning before the game is available. (I might get 
it out late tonight, but we'll see...)&lt;br&gt;
&lt;br&gt;
Sorry for the wait!&amp;nbsp;</description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2155-Word-Play-Deluxe-Update-6</link>
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            <pubDate>Fri, 19 Apr 2013 16:04:34 -0700</pubDate>
        </item>

        <item>
            <title>Word Play Update #5</title>
            <description><![CDATA[In previous blog posts (like <a href="http://www.mygamecompany.com/forums/showthread.php?2150-More-Word-Play-Deluxe-screenies" target="_blank">this one</a>),
 I mentioned that I thought I might have to replace the multi-colored 
letter blocks with a single color. To refresh your memory, here's a 
picture to illustrate why. There are 6 different colors of blocks in 
this grid, and it's pretty distracting. You really have to look hard to 
find the letters I've selected in the middle of the grid.<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_blocktest1.jpg" alt="" border="0"></div><br>
To see what it would look like, I reduced the number of colors to one. Here's what the 1-color grid looks like:<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_blocktest2.jpg" alt="" border="0"></div><br>
Although you can clearly find the selected blocks, the grid looks very 
boring to me. One nice thing about the variety of colors was that it 
made the game feel cheery. This doesn't look very exciting or 
interesting to me at all.<br>
<br>
So I decided to bump the colors up to 2. Here's what that looks like:<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_blocktest3.jpg" alt="" border="0"></div><br>
Even with just 2 colors, it already becomes more difficult to find the 
selected word. And 2 colors isn't enough to get us back to the cheery 
feeling that the original grid provided - it still looks pretty dull. 
But now it's both distracting and dull.<br>
<br>
Bumping it up to 3 colors, I get this:<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_blocktest4.jpg" alt="" border="0"></div><br>
And 4 colors:<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_blocktest5.jpg" alt="" border="0"></div><br>
It's starting to look cheery again, but now we're getting back to the 
original problem: the number of colors is distracting and making it 
difficult to find the selected word.<br>
<br>
Next, I decided to turn all 6 colors back on (essentially going back to 
square one), but this time tweak the random selection process. Instead 
of weighting each of the 6 colors equally, I increased the weight of the
 3 primary colors (red, green, and blue), which also happen to be the 
easiest to read. I made it so these 3 primary colors are 4x as likely to
 be selected as the other 3 colors (yellow, orange, and purple). Here's 
what that looks like:<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_blocktest6.jpg" alt="" border="0"></div><br>
Comparing that to the original grid, I notice that it doesn't look 
nearly as chaotic. All of the colors are present, but there are larger 
patches of blocks that are the same color. I think it looks a little 
better. It's still somewhat challenging to find the selected word, but 
it isn't nearly as difficult as it was with the original grid. And all 
of the colors are present, so it feels just as cheery to me as the 
original.<br>
<br>
One thing Victoria pointed out to me, which I thought was helpful: 
normally the user is going to be clicking on the blocks to select them 
and build their word. So their eyes are already looking at the selected 
word. Unless they get up and walk away from their computer while they're
 in the middle of selecting a word, they're not likely going to have a 
problem finding it. Only someone who walks into the room and glances at 
the screen to see what the player is doing would have a problem finding 
the selected word - but then the mouse movement should draw their 
attention to it. So it might be that the problem I'm trying to solve 
isn't even going to be an issue.<br>
<br>
So I'm going to let the testers try it out with the tweaks I've made to 
the random selection process, and see how they like it (or if they even 
notice). &nbsp; &nbsp;&nbsp;]]></description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2153-Word-Play-Deluxe-Update-5</link>
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            <pubDate>Wed, 03 Apr 2013 16:47:34 -0700</pubDate>
        </item>

        <item>
            <title>Word Play Deluxe Update #4</title>
            <description><![CDATA[I'm starting to run out of meaningful and unique title ideas for my blog
 posts pertaining to Word Play Deluxe, so I'm just going to start 
numbering them. This is actually the fourth post related to Word Play 
Deluxe, so I labeled it #4. But to avoid confusion, if you look back 
through previous posts, you won't find any labeled #3, #2, or #1. Just 
look for "Word Play" in the title, and you'll find them.<br>
<br>
Anyway, I've been silent for the past week or so because I had a 
bacterial infection in my lungs last week. The doctor put me on a strong
 antibiotic, which not only made me sleepy but also a bit nauseous and 
dizzy when I stood up. So I spent most of the week on the couch, away 
from my computer.<br>
<br>
Bottom line: I don't have any new screenshots to show you this time 
around. But even though I didn't work on any new game art or 
programming, I was coherent enough to work on some new phrases for 
Puzzle mode. I came up with about 2000 brand new ones, which I jotted 
down in my notepad, and have now transferred into the game. I also 
refined some of the category names and groupings.<br>
<br>
Yesterday I felt strong enough to work on the game itself, and I managed
 to get the save game feature working. So at this point, the core 
functionality of the game is done. Everything is working, and the game 
is fully playable.<br>
<br>
At this point, I plan to do some refining on the new artwork and to 
start looking at some of the enhancements that I want to make to the 
game. And Jesse is busy working on the new audio. His goal is to finish 
it up by April 8. So the game should be available around mid-April. Stay
 tuned! &nbsp; &nbsp;&nbsp;]]></description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2151-Word-Play-Deluxe-Update-4</link>
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            <pubDate>Wed, 27 Mar 2013 15:25:50 -0700</pubDate>
        </item>

        <item>
            <title>More Word Play Deluxe screenies!</title>
            <description><![CDATA[I've made a lot of progress on Word Play Deluxe over the past week!<br>
<br>
The code for all 4 game modes has been ported into the new engine, and 
they're all fully playable. I've also got most of the menu art done and 
incorporated into the game, with the exception of the skill level 
selection window and 2 new windows that I plan to add.<br>
<br>
First, here's what Regular mode looks like now. As you can see, I've got
 the bonus word train working, and I've added the in-game menu options 
to the left side of the screen.<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_regularmode2.jpg" alt="" border="0"><br>
</div><br>
Next, here's Puzzle mode. The new chalkboard font not only looks better 
but also gives me room to display longer and more meaningful category 
names. So I changed a lot of the category names and added some new ones.<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_puzzlemode.jpg" alt="" border="0"><br>
</div><br>
This is Action mode. In my last blog post, I told you that I thought I 
might have to replace the multi-colored letter blocks with a single 
color, even though I had toned down a lot of the block colors. Now you 
can see why. There are 6 different colors of blocks in this grid, and 
it's pretty distracting. You really have to look hard to see the letters
 I've selected in the middle of the grid.<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_actionmode.jpg" alt="" border="0"><br>
</div><br>
I don't have a screenshot for Strategy mode. It looks very similar to Regular mode.<br>
<br>
Tomorrow, I need to finish up the skill level selection menu, and then I
 can put together some builds for my testers. While they're testing, 
I'll be building the 2 new menu screens and updating the list of phrases
 for Puzzle mode.<br>
<br>
I've also asked Jesse Hopkins if he has time to update the audio. The 
old royalty-free sound effects and music just aren't working for me 
anymore. Hopefully he is available for a quick little audio project.<br>
<br>
If any existing Word Play customers would be interested in beta testing the new version, let me know! &nbsp; &nbsp;&nbsp;]]></description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2150-More-Word-Play-Deluxe-screenies</link>
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            <pubDate>Mon, 18 Mar 2013 17:03:33 -0700</pubDate>
        </item>

        <item>
            <title>Word Play Deluxe runs!</title>
            <description><![CDATA[Word Play has 4 different game modes, and I have Regular mode completely ported to the new engine and running perfectly!<br>
<br>
Here's a screenshot with the new graphics, and as you can see from the title bar, it's running on my Mac:<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_regularmode.jpg" alt="" border="0"></div><br>
I had forgotten how much fun this game is - I hadn't run it much since I stopped using Windows as my primary OS.<br>
<br>
Now that the game is in the new engine, I've been making some 
adjustments to it to polish things up a bit. I'm using a new font for 
the chalkboard that is easier on the eyes. The level up banner now hangs
 from a wire and drops from the ceiling when you finish a level. And the
 bonus balloons now fade out as they float upward.<br>
<br>
I'm also thinking I might have to change the letter blocks. Even with 
the toned down colors on the blocks, it can be tough to see the words. I
 think there are just too many different colors, and it makes it 
distracting. I may need to switch to a set of plain wooden blocks, or 
use a single block color per level.<br>
<br>
Anyway, now that Regular mode is fully playable, I should be able to get
 the other 3 game modes up and running next week. They all use the same 
basic gameplay, but with slight variations. &nbsp; &nbsp;&nbsp;]]></description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2149-Word-Play-Deluxe-runs!</link>
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            <pubDate>Fri, 08 Mar 2013 17:04:37 -0800</pubDate>
        </item>

        <item>
            <title>New art for Word Play</title>
            <description><![CDATA[I started working on Word Play Deluxe this week. I had planned to begin 
porting the old code to the new cross-platform engine, but the more I 
looked at the game, the more I wanted to give the game a serious 
facelift. So I've been working on some new artwork for the game.<br>
<br>
I wanted to get away from the grungy browns, so I decided to replace the
 entire background. I chose to go for a Toy Story-like vibe, with 
hardwood floors and sky-blue wallpaper. I added cel-shading to the model
 railroad tracks, and changed the toy box so it's made out of cherry 
wood. This is the result:<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_newart.jpg" alt="" border="0"></div><br>
For reference, here is what the game currently looks like:<br>
<br>
<div style="text-align: center;"><img src="http://www.mygamecompany.com/blog/wpd_oldart.jpg" alt="" border="0"></div><br>
As you can see, it's a huge improvement!<br>
<br>
I've also repainted all of the toy letter blocks, to tone down the bright colors and make them more readable.<br>
<br>
I'm quite pleased with the new look. I think it's a good start. And 
having new art will give me incentive to get going with the coding 
effort, because I'm really eager to see how it all looks once it's in 
the game! &nbsp; &nbsp;&nbsp;]]></description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2147-New-art-for-Word-Play</link>
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            <pubDate>Tue, 19 Feb 2013 15:27:27 -0800</pubDate>
        </item>

        <item>
            <title>New Dirk 1 trailer</title>
            <description><![CDATA[I just uploaded a brand new video trailer for <a href="http://www.dirkdashing.com/dirkdashing.htm" target="_blank">Dirk Dashing: Secret Agent! Special Edition</a>! Let me know what you think!<br>
<br><div><a href="http://www.youtube.com/watch?v=TRTlj8GH3yk&amp;list=PLG4F6u89QAh1KcTNpy2-3ZnxrGb2clliX&amp;index=1">http://www.youtube.com/watch?v=TRTlj8GH3yk&amp;list=PLG4F6u89QAh1KcTNpy2-3ZnxrGb2clliX&amp;index=1</a></div>]]></description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2144-New-Dirk-1-trailer</link>
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            <pubDate>Tue, 12 Feb 2013 15:30:02 -0800</pubDate>
        </item>

        <item>
            <title>Record-breaking sales!</title>
            <description><![CDATA[<div style="text-align: center;"><a href="http://www.dirkdashing.com/dirkdashing.htm" target="_blank"><img src="http://www.dirkdashing.com/images/dirkdashing1_300x250.jpg" alt="" border="0"></a></div><br>
Last night, I posted on <a href="https://twitter.com/mygamecompany" target="_blank">Twitter</a> that I had broken my all-time sales record for the most sales in 1 day! In fact, the record was topped by 1 sale.<br>
<br>
This morning, it's only 10 AM here on the west coast, and I've already 
gotten half the sales from yesterday. I'm hoping today will beat 
yesterday's new record!<br>
<br>
I didn't expect that, considering I made the <a href="http://www.dirkdashing.com/dirkdashing.htm" target="_blank">Dirk Dashing 1 Special Edition</a> a free upgrade for all existing Dirk 1 customers. I thought I might get a few sales for the new <a href="http://www.dirkdashing.com/dirkdashing1guide.htm" target="_blank">Dirk 1 strategy guide</a>,
 but I didn't expect many sales of the game itself. After all, I've only
 announced the game to my customers and on a few other sites. I really 
haven't done any kind of promotion effort yet. And quite honestly, I 
didn't think an update to an older game would receive much attention. 
Boy was I wrong!<br>
<br>
I've received dozens and dozens of e-mails from Dirk customers and fans,
 thanking me for the free upgrade and telling me how much they love 
Dirk. Some of them told me they were purchasing the game anyway, even 
though the upgrade was free, because they want to help me so I can keep 
making more Dirk games. Many others bought the new strategy guide to 
show their support.<br>
<br>
Yet, 3/4 of the sales yesterday and today have been games not strategy 
guides. And over 2/3 of the game sales have been for Dirk 1. The other 
1/3 came from folks who added <a href="http://www.dirkdashing.com/dirkdashing2.htm" target="_blank">Dirk 2</a> and/or <a href="http://www.mygamecompany.com/Products/RickRocket/index.htm" target="_blank">Rick Rocket</a> to their order. And over half of the game sales are from brand new, first-time customers.<br>
<br>
I'm not quite sure how this surge in sales happened (maybe Google 
Analytics will provide me with some clues in a day or two), but thank 
you. Your orders and e-mails have been a HUGE morale booster to me.<br>
<br>
I've still got a ways to go to recover my development costs, but this is
 a great start. And hopefully, once I finish the new video trailer and 
start promoting the game on other sites, the orders will keep coming in 
for awhile. Thanks again for your support! &nbsp; &nbsp;&nbsp;]]></description>
            <link>http://www.mygamecompany.com/forums/showthread.php?2143-Record-breaking-sales!</link>
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            <pubDate>Sat, 09 Feb 2013 10:35:49 -0800</pubDate>
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