Thursday, September 18, 2014

So Many Drafts!

I start so many posts that I never finish. They break down into a few different categories:

  1. Way too rambling
  2. Extremely political
  3. Ranting
I never finish those posts because by the time I'm half way through, I don't want to share my thoughts anymore. I'm a pretty private person most times, and also, when I write while upset, I tend to try to persuade people to my way of thinking. Ultimately, I don't want people to be as upset as I am when I write some of these posts. Thus, I end up not sharing them. 

Still, that means that I am writing most days but not completing a lot of my posts. I don't know what that says about me, but I'm going to finish this one and get it posted for sure. I hope to have some more substantive material up soon!

Friday, September 12, 2014

A Kickstater's Tale

Our Kickstarter for Stash funded on September 11, 2014. 

Our lives can kind of go back to normal now! Kickstarters consume your existence and that of your family's as well. This is our third one, and it was stressful. It wasn't quite as stressful for me because I'd vowed that I wasn't going to panic or worry about it. If Michael told me that we were going to fund, then I'd believe him. It worked to a good extent, but of course, it totally dominated Michael's life for a month.

I want to be more excited that we funded. Instead, I'm mostly just relieved. One of these days, we're going to have a victory that I can really and truly celebrate.

Thursday, September 11, 2014

You're a bit old

I play a lot of League of Legends, and most of the time, the subject of me being female never comes up if I'm not on voice. Every now and then, a player decides I'm a girl and all sorts of interesting shenanigans ensue.

I was chatting with a new buddy of mine, someone I really like because he is REALLY freaking good at the game. That means I don't have to work as hard to look good when I play. We got to talking about the massive drama in my industry and being a woman in the gaming industry. Things got pretty hilarious fast.

He got worried later that he'd offended me since I let him know I was happily married, but honestly,  how can I be offended? Here's some kid who just wanted to give me a compliment in the only way he knew how. So even though I am "a buit old", I'll take it!

Wednesday, September 10, 2014

Sometimes I Just Don't Post

I've got about 6 drafts of mostly written blog posts that I just end up not posting. I'm not exactly sure why I don't finish them or post them. I think most of them just ramble way too much. A few are simply too ranty for me to post. I don't like to regret anything I've written.

Still, I resolved to post a little something every day if possible, so I guess today I'm posting about why I write but don't post. Maybe by identifying the problem, I'll quit thinking I will go back to finish some of those drafts instead of just writing something new, short, and sweet... like this post.

Tuesday, September 09, 2014

It's Been a While

It's been a while since I last had a blog update. I think it's because I spend so much time writing all the time that I don't choose to write when I have a spare minute. That's too bad because I've got a lot to say that just never gets said. (Maybe that's a good thing!)

Really, though, I think the thing that matters most is remembering to post. Post something. Post anything. Post a picture of Munchlax with a remote control that I took to cheer up my daughter. Post multiple times a day if I feel like it. Just remember to post.

I'm going to try. Who knows how well I'll do, but not trying at all guarantees that I don't succeed.

Tuesday, March 18, 2014

What the heck is Reignmaker?

With any game we put out, we inevitably get asked, "How did you think up the idea for that game?"

With Reignmaker, it was pretty easy. It's the sequel to Tower of Elements! I just added a bit of city building into the game to give players some more to "lose". Then I decided I wanted to tell the story differently in this game even though I had already written out a new one that continued directly from Tower of Elements.

It began innocently enough. I was chatting with a friend about how it would be pretty funny if players could decide all sorts of crazy policies for their cities that would actually have an effect on their game. Sean, our lead programmer, had recently been telling me we could do anything as long as we had the time (and money). So I ran over to his desk, asked him if he could code a policy system, described it to him, and ran back to my desk to start working on it. And thus, we made our most writing-intensive game since our all-text game, Threshold RPG.

The rest of Reignmaker involves building up your city, killing a bunch of bad guys by matching magical runes, buying gear, and learning spells in order to make you, your army, and your city totally awesome. Did I say I was a match 3 fanatic? I play so much match 3 that I see it in my sleep. After playi
ng a ton of match 3 games where all I did was pop gems, I said to myself, "It would be really cool if I could do something awesome when I made a match... like save the world."

And that was how Reignmaker (and Tower of Elements) was born.

Tuesday, January 14, 2014

Design Tools

You may have read my blog post on how to get into design. Now I'm ready to get you armed with the necessary gear.

Let me stress that the most important things about design tools:
  1. They must be something that you are comfortable using. (Otherwise, you just won't!)
  2. It must be something that allows you to easily share with your team. (Otherwise, you just won't!)

My #1 tool for design is Google Drive. Nothing beats Drive for ease of sharing, ease of use, number of tools and price. Plus, I have plenty of backup!


Sharing on Google Drive is about as easy as it can be. I create as many documents as I feel like creating. Then I can put them all in a folder and share them in total, or I can share them one at a time. I can allow people to only View my documents, allow them to View and Comment, or give them total access to my files. Removing access from people occurs in two clicks.

Ease of Use

The spreadsheet, word processor, and draw programs work pretty much like any other ones. They're extremely intuitive and easy to learn, and in addition, they're quite powerful. I can access all my files from any computer with internet access as well. (I normally access my account only with my own computers, though, since security is important to us.)

Number of Tools

Drive allows you to create all the basic files you need for game design (or any design, really): spreadsheets, presentations, documents, forms, and an endless number of apps. (It's not really endless, but I haven't been able to go through them all yet.)


Simple, it's free. I love it!

What else?

Currently, I'm exploring a few more tools for game design as I'm always looking for better ways to communicate with our team and keep organized. I may have found it in the Gingko App, but I won't know until I've had time to sit down and really give their trial a workout.

In addition to Drive, I use Photoshop and Paint to create physical representations of design systems. There's several free equivalents to these programs. I also use physical white boards to help. In fact, we painted one of our walls to be a clear whiteboard. It gets a good workout during our team meetings.

Monday, January 13, 2014

Becoming a Designer

I recently spoke to someone who was applying for a design position with us at Frogdice, and when it was all said and done, I realized he had a ton of misconceptions about design. I won't go into the whole discussion. It was pretty traumatic, but the most important thing to come out of it is that there's really no good guides about design and how to get into it out there. Thus, I'm attempting to write a very, very quick one. (This applies to video game design mostly, but you can adapt to other types of design.)

Here's my quick guide for starting down the path of becoming a designer:

1. Read at least 20 books a year, especially sci-fi, fantasy, or alternate reality books. Riot Games has this as one of the requirements of their Senior Design positions. I had an applicant who told me once that he considered that a ridiculous requirement. Here's why it isn't at all ridiculous.

In order to design, you are, essentially, creating something from nothing. You're not dissecting existing systems; you're creating systems that don't yet exist.  Authors do that every day in amazing ways. It's really important to study the systems that other people have created and to start to understand which ones work and which ones don't. I guarantee you that your favorite author will also inspire your game design.

2. Play a game you're pretty sure you're going to hate, and play it with an open mind. Do it at least once a month if not once a week. I play so many games I'm convinced I'm going to hate. I've played games my husband has vowed we would never purchase. I've played games where I outright laughed at the graphics before I played them. I held out against playing Plants vs. Zombies for months. I was sure there was no way I was going to like Minecraft. I meet so many people who refuse to play a specific game for whatever reason. Usually, they cut out whole genres of games, or they pigeon-hole themselves into one type of game.

"I'm a console gamer."

"I only play AAA games."

"I'm not a casual gamer." (Imagine that one with a hefty sneer and lots of black clothing.)

If you're not intent on just making something that's already been done 224,324,596 times by better, smarter, and more established studios, you have to expose yourself to as many game mechanics as possible, especially for games that are popular and you just can't see why.

3. Write a lot, and learn to write well. It's all good to be able to verbalize your game design. You have to be able to write, especially in this day and age when so much is done in a global manner and remotely. When you are designing a game, you need to be able to write your designs down in a concise and explicit manner for the sole reason that you WILL forget decisions that you made in your game if you don't write it down. Your team (even if that team consists of one person) will forget a decision that was made or misunderstand it. So, make sure you practice your writing skills. If nothing else, you will be expected to create a developer's blog.

4. Learn a graphical program, or find an artist who shares your mind. No, just learn the basic tools of a graphical program. Words are great and necessary for game design. It's also important to be able to show your team what you are thinking in terms of UI and how your systems fit together to create a whole game.

5. Be ready to have your ideas and systems torn apart, and make sure that you don't take it personally. When a system already exists, it's much easier to analyze it and see the flaws. You'll hear a lot more of "That doesn't work" or "I don't like that" rather than, "Wow! What an amazing system! You're a genius!"