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	<title>Viridian Games &#187; Game Programming</title>
	<atom:link href="http://www.viridiangames.com/blog/category/game-programming/feed" rel="self" type="application/rss+xml" />
	<link>http://www.viridiangames.com/blog</link>
	<description>The professional blog of Anthony Salter, game programmer.</description>
	<lastBuildDate>Wed, 07 Jul 2010 01:22:58 +0000</lastBuildDate>
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		<title>Four Days</title>
		<link>http://www.viridiangames.com/blog/four-days</link>
		<comments>http://www.viridiangames.com/blog/four-days#comments</comments>
		<pubDate>Fri, 02 Jul 2010 02:50:35 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Game Programming]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1206</guid>
		<description><![CDATA[Okay. I think he&#8217;s crazy, but Brad has just given us all a four-day weekend for the 4th of July. Which means I can actually work on something OTHER THAN ELEMENTAL! So, a quick poll. What would you guys most like to see me finish? Or at least make significant progress on? 1. &#8220;Planitia. I&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>Okay.  I think he&#8217;s crazy, but Brad has just given us all a four-day weekend for the 4th of July.</p>
<p>Which means I can actually work on something OTHER THAN ELEMENTAL!</p>
<p>So, a quick poll.  What would you guys most like to see me finish?  Or at least make significant progress on?</p>
<p>1.  &#8220;Planitia.  I&#8217;ve been waiting almost four years!&#8221;</p>
<p>2.  &#8220;Zeta.  A metroidvania sounds cool!&#8221;</p>
<p>3.  &#8220;Let&#8217;s Play Starflight.  I have to know how it ends!&#8221;</p>
<p>4.  &#8220;Something else.  The three above are old news.&#8221;</p>
<p>I can&#8217;t wait to hear what you pick!<br />
No, really, I can&#8217;t wait.  I&#8217;m actually going to be working on stuff in the meantime <img src='http://www.viridiangames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Linux Hates Me</title>
		<link>http://www.viridiangames.com/blog/linux-hates-me</link>
		<comments>http://www.viridiangames.com/blog/linux-hates-me#comments</comments>
		<pubDate>Wed, 09 Jun 2010 17:19:36 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Game Programming]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1194</guid>
		<description><![CDATA[So I had several people respond to my releasing the source of Planitia by saying, &#8220;Nice, but you should have used OpenGL instead of DirectX so it would be cross-platform.&#8221; And they are absolutely right, of course. Planitia started out as simply a way for me to learn DirectX (having already become basically familiar with [...]]]></description>
			<content:encoded><![CDATA[<p>So I had several people respond to my releasing the source of Planitia by saying, &#8220;Nice, but you should have used OpenGL instead of DirectX so it would be cross-platform.&#8221;  And they are absolutely right, of course.  Planitia started out as simply a way for me to learn DirectX (having already become basically familiar with OpenGL) and evolved into the game you see today.  A good way for me to continue the learning experience would be for me to re-implement it in OpenGL, since my DirectX knowledge is now way ahead of my OpenGL knowledge.</p>
<p>So the best way to get the project cross-platform is to have another platform to cross to, right?  It&#8217;s been a long time since I&#8217;d last dabbled in Linux and distros have come a long way since then.  I&#8217;d also heard that booting off a thumb drive was now not only possible, but usually the preferred way to run Linux as a second OS if you don&#8217;t want to muck with partitioning your hard drive.</p>
<p>So no problem, right?  I find a distro of Linux, install it to my thumb drive, then reboot from the thumb drive.</p>
<p>First I tried PuppyLinux, since it&#8217;s pretty much billed as the thumbdrive Linux distro &#8211; nice and small, the ISO is all of 130 megs.</p>
<p>But when I went to install it to my thumb drive, it failed to initialize video.  I tried several different resolutions and bit depths and they all ended up the same way &#8211; with my monitor saying &#8220;No signal&#8221;.  Irritating.</p>
<p>So I went in the exact opposite direction with <a href="http://www.ubuntu.com/">Ubuntu</a>.  Got the netbook version off the official site and it installed just fine.  I figured that everything would be hunkey-dorey because the installer is graphical rather than just text.  Rebooted the system&#8230;when it tried to switch the video mode I got a screen full of purple garbage, then a spontaneous reboot.  On subsequent tries to boot, I didn&#8217;t get the purple garbage any more but I did get the exact same thing I did with PuppyLinux &#8211; when it tries to initialize video, I end up with my monitor saying &#8220;No signal&#8221; and no choice but to reboot.</p>
<p>The only conclusion I can come to is that my video card is too new and distros don&#8217;t include drivers that are compatible with it yet.  More than a little annoying.  Linux advocates claim that Linux can resuscitate old boxes that are too slow for the most recent version of Windows; they are correct.  But it seems like those are the only boxes that can successfully run Linux.</p>
<p>Now, I know what Linux zealots are going to say.  They are going to say that it&#8217;s not Linux&#8217;s fault that it cannot support the latest gewgaws on my video card.  But that&#8217;s not what I want &#8211; I just want it to support the most basic graphics so I can get to the desktop.  And the really infuriating thing is that the Ubuntu installer was graphical, so I know it can be done!</p>
<p>So once again, my high hopes for getting familiar with developing in Linux are crushed.</p>
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		<title>Planitia Update 40:  Feel the Source!</title>
		<link>http://www.viridiangames.com/blog/planitia-update-40-feel-the-source</link>
		<comments>http://www.viridiangames.com/blog/planitia-update-40-feel-the-source#comments</comments>
		<pubDate>Thu, 27 May 2010 18:57:12 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Planitia]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1179</guid>
		<description><![CDATA[All right, people, here it is. The current source code to Planitia, along with the cut-down, more retro-styled resources. (The previous animated sprites not only didn&#8217;t look that good, but they ballooned the project size to over a hundred megs &#8211; what the hell was I thinking?!) Click here to download the source code and [...]]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://www.viridiangames.com/images/planitiaretro.png" alt="Gettin' back to basics." /></center></p>
<p>All right, people, here it is.  The current source code to Planitia, along with the cut-down, more retro-styled resources.  (The previous animated sprites not only didn&#8217;t look that good, but they ballooned the project size to over a <em>hundred megs</em> &#8211; what the <em>hell</em> was I thinking?!)</p>
<p><a href="http://www.viridiangames.com/bin/PlanitiaSource.zip">Click here to download the source code and resources necessary to get the project running!</a></p>
<p>Now, having clicked that link, your work here is <strong>not</strong> done.  You <strong>will</strong> read to the end of this entry before you start asking questions about how to get this working.  Okay?</p>
<p>That zip file is going to extract into two directories &#8211; one called &#8220;Planitia&#8221; and one called &#8220;Framework&#8221;.  That&#8217;s right kiddies!  As a bonus, you get the framework I use to make all my games nowadays.</p>
<p>Here&#8217;s what you&#8217;ll need to do to get this project working.</p>
<p>Install <a href="http://www.microsoft.com/express/Downloads/#2008-Visual-CPP">Visual C++ Express 2008</a>.  Yes, I know, Microsoft just released Visual C++ Express 2010 but I haven&#8217;t tested with it yet.</p>
<p>Install <a href="http://www.fmod.org/">FMOD EX</a>.</p>
<p>Install a version of the <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&#038;FamilyID=2c7da5fb-ffbb-4af6-8c66-651cbd28ca15">DirectX 9 SDK</a>.</p>
<p>Alter the include and library paths in both the Framework and Planitia projects to point at the local versions of FMOD and DirectX.</p>
<p>Alter the include paths in Planitia to point to the Framework source.</p>
<p>Check Project Dependencies for Planitia and make sure it&#8217;s dependent on Framework.</p>
<p>The working folder for Planitia is &#8220;Redist&#8221;.  You&#8217;ll probably have to put your versions of fmod.dll and the directx redistributable in there to get your particular compilation working.</p>
<p>I&#8217;m sorry I couldn&#8217;t make this any simpler, but it shouldn&#8217;t be that hard to get running (under Windows, at least).</p>
<p>If you have any questions (that aren&#8217;t covered in the above instructions), please feel free to either leave a comment or email me at anthony.salter@gmail.com.</p>
<p>Good luck with the source!  And don&#8217;t worry, just because I&#8217;m releasing the current source doesn&#8217;t mean I&#8217;m done with Planitia.</p>
<p><strong>EDIT</strong>:  It has occurred to me that people may want to play the current version of Planitia without having to compile it.  Those people should <a href="http://www.viridiangames.com/bin/Planitia.zip">click here</a>.</p>
<p><strong>EDIT</strong>:  I have been asked what license this software is being released under.  I am releasing it under the Simplified BSD (or FreeBSD License).  The upshot is that I retain copyright, but you are free to do anything you wish with this source code (up to and including developing a commercial project with it) as long as you attribute the original source to me.  This source is being provided &#8220;as-is&#8221; and I take no responsibility for any problems you may have with it.</p>
<p>The complete text of the license follows.</p>
<p><code>Copyright 2010 Anthony Salter. All rights reserved.</p>
<p>Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:</p>
<p>   1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.</p>
<p>   2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.</p>
<p>THIS SOFTWARE IS PROVIDED BY ANTHONY SALTER ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ANTHONY SALTER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</p>
<p>The views and conclusions contained in the software and documentation are those of the authors and should not be interpreted as representing official policies, either expressed or implied, of Anthony Salter.</code></p>
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		<slash:comments>4</slash:comments>
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		<title>Okay, NOW I&#8217;m Doing Something Cool&#8230;</title>
		<link>http://www.viridiangames.com/blog/okay-now-im-doing-something-cool</link>
		<comments>http://www.viridiangames.com/blog/okay-now-im-doing-something-cool#comments</comments>
		<pubDate>Sat, 17 Apr 2010 04:25:58 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Game Programming]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1159</guid>
		<description><![CDATA[&#8230;But I can&#8217;t talk about it! Grah!]]></description>
			<content:encoded><![CDATA[<p>&#8230;But I can&#8217;t talk about it!  Grah!</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Moving to Maccyland</title>
		<link>http://www.viridiangames.com/blog/moving-to-maccyland</link>
		<comments>http://www.viridiangames.com/blog/moving-to-maccyland#comments</comments>
		<pubDate>Tue, 15 Sep 2009 00:57:31 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Game Programming]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1089</guid>
		<description><![CDATA[Ryan (he of the inestimable fame) Clark suggested that since my professional and my hobby projects were on the iPhone, that I make the Mac Mini my &#8220;home&#8221; computer for a while. So I did it. This is how they get you, you know. The Mac Mini felt sluggish to me in development, and I [...]]]></description>
			<content:encoded><![CDATA[<p>Ryan (he of the inestimable fame) Clark suggested that since my professional and my hobby projects were on the iPhone, that I make the Mac Mini my &#8220;home&#8221; computer for a while.</p>
<p>So I did it.  This is how they get you, you know.</p>
<p>The Mac Mini felt sluggish to me in development, and I knew it probably wasn&#8217;t because of the processor &#8211; it was probably due to the fact that the poor thing only had one gig of RAM.</p>
<p>I also must must MUST have two monitors when developing.  (I&#8217;m now spoiled and cannot go back.)  The video ports on the back of the mini are tiny and they are both different, requiring not only one adapter to run a monitor but a second, <em>completely different</em> adapter to run a second monitor.  I only had one of the magic adapters and so could only run one monitor.</p>
<p>So the job this morning was to run out and get another gig of RAM and another video adapter for the Mac Mini.</p>
<p>This little sojourn began with me taking the thing apart.  The Mac Mini is basically the guts of a laptop crammed into a <a href="http://store.apple.com/us/browse/home/shop_mac/family/mac_mini?afid=p219|GOUS&#038;cid=OAS-US-KWG-CPUMini-US">cute little box</a>.  But unlike a lot of <em>laptops</em>, the thing is not designed to be user-expandable.  You&#8217;re supposed to take it to an Apple Store (c) and let a Certified Apple Genius (c) work on your Mac Mini (c).</p>
<p>So the day started with me taking the thing apart.  I&#8217;d already done it once when David shoved two DVDs into the drive at the same time, causing it to do nothing but attempt to read the discs over and over and over forever.  To the device&#8217;s credit, after I removed the top of the DVD drive and took the discs out, it worked fine again.</p>
<p>But this was different.  I was venturing into the dark heart of the machine, where no end-user is meant to go.  The RAM sits on the very bottom level of the machine, underneath the drives and other guts, on the motherboard itself.</p>
<p>The thing about doing this type of disassembly is that there are lots of clips and pins holding the top half of the machine onto the bottom.  So when you unhook the Airport antenna and take out the screws holding the top half of the computer to the bottom, it&#8217;s easy to unhook something and not realize it.  Fortunately, I was looking very closely at what was happening as I opened the computer up and saw that I&#8217;d unhooked two pins from their clips.</p>
<p>But the bottom of the computer was finally exposed and I could fish out the single RAM chip.  I took it with me to Best Buy to make sure I got absolutely the right memory (I think I&#8217;ve already established how with Apple,  you play by their rules or you get <em>kicked in the nuts</em>).</p>
<p>So I go up to Best Buy.  They don&#8217;t have Mac Mini RAM but it&#8217;s obvious that the MacBook uses exactly the same RAM, so I buy a two gig stick (all they have).  I also get the second display adapter.</p>
<p>Got back and installed both RAM chips back into the computer &#8211; so yes, this computer now has three gigs of RAM in it.  Got the clips put very carefully back into place, and boy are they finicky little suckers.  Got everything reassembled and the machine works fine.</p>
<p>Time to get the second monitor hooked up.  What the &#8211; the adapter goes right on the end of the VGA cable, which plugs right into the port on the Mac mini and starts working with <em>no problems</em>?!  That&#8217;s not how things are supposed to work with Macs!  I guess I got lucky.</p>
<p>So now I&#8217;ve got an upgraded Mac Mini with two monitors, a machine that is probably at least as good as my PC.  <a href="http://www.worldofwarcraft.com/index.xml">World of Warcraft</a> runs fine, and WoW is pretty much my benchmark for whether a machine is usable or not.</p>
<p>And hopefully I&#8217;ll be posting a progress report on Inaria soon.</p>
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		<slash:comments>4</slash:comments>
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		<title>Pulling the Trigger</title>
		<link>http://www.viridiangames.com/blog/pulling-the-trigger</link>
		<comments>http://www.viridiangames.com/blog/pulling-the-trigger#comments</comments>
		<pubDate>Wed, 29 Jul 2009 01:06:43 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[Inaria]]></category>
		<category><![CDATA[Self-Improvement]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1052</guid>
		<description><![CDATA[Today I registered my sole proprietorship, which means I can now do business using the name &#8220;Viridian Games&#8221;. Before this it was just the name of my blog, but now it&#8217;s the name of my company &#8211; something I rarely thought I&#8217;d ever have&#8230; Tomorrow I&#8217;ll pay the $100 to become an official Apple developer [...]]]></description>
			<content:encoded><![CDATA[<p>Today I registered my sole proprietorship, which means I can now do business using the name &#8220;Viridian Games&#8221;.  Before this it was just the name of my blog, but now it&#8217;s the name of my <em>company</em> &#8211; something I rarely thought I&#8217;d ever have&#8230;</p>
<p>Tomorrow I&#8217;ll pay the $100 to become an official Apple developer and fax them the registration form.  Then I&#8217;ll be ready to submit Inaria when it&#8217;s done.</p>
<p>I will tell you what I&#8217;ve learned over the last eight months &#8211; never have a single revenue stream.  I wish I&#8217;d learned this when I was twenty.</p>
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		<slash:comments>8</slash:comments>
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		<title>Brad Wardell</title>
		<link>http://www.viridiangames.com/blog/brad-wardell</link>
		<comments>http://www.viridiangames.com/blog/brad-wardell#comments</comments>
		<pubDate>Fri, 17 Jul 2009 00:10:53 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Cool People]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=984</guid>
		<description><![CDATA[It&#8217;s been a while since I&#8217;ve done an in-depth story on a developer I admire. So let&#8217;s fix that! Brad Wardell, as you probably know if you read this blog, is the president, founder and CEO of Stardock, a software development company that specializes in two different types of software: operating system customization software and [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a while since I&#8217;ve done an in-depth story on a developer I admire.  So let&#8217;s fix that!</p>
<p>Brad Wardell, as you probably know if you read this blog, is the president, founder and CEO of <a href="http://www.stardock.com/">Stardock</a>, a software development company that specializes in two different types of software:  <a href="http://www.stardock.com/products/odnt/">operating system customization software</a> and games.</p>
<p>Brad&#8217;s entry into software development was almost accidental.  His first serious business foray was into hardware &#8211; in 1990 he started building computers and selling them pretty much out of his house (a la Michael Dell).  He called his company &#8220;Stardock Systems&#8221;.  In 1992 OS/2 was released and Brad felt that he could gain a competitive advantage by preloading OS/2 onto the computers he sold.  In doing so he became quite familiar with OS/2.</p>
<p>In 1993 he realized there could be a market for an OS/2 game.  He had never programmed before, so he bought two books:  <em>Teach Yourself C in 21 Days</em> and <em>OS/2 Presentation Manager Programming</em>, and using the information in just these two books, he wrote <em>Galactic Civilizations</em>.</p>
<p><a href="http://www.viridiangames.com/images/galciv_os2.png"><img title="Galactic Civilizations for OS/2!  Wait...what do you mean you've never seen it before?  This game is a classic!" src="http://www.viridiangames.com/images/galciv_os2.png" alt="" width="512" height="384" /></a></p>
<p>As you can see, <em>GalCiv</em> was a bit primitive graphically.  At the time, Brad only knew how to create windows and icons, so everything you see in <em>GalCiv</em> consists of one of these two features.  But it was a critical success (and not just because it was practically the only OS/2 game at the time).  It was well-designed and had some excellent AI.  Now, I recall being at Origin at the time and watching <em>GalCiv</em> top lots of &#8220;Game of the Year&#8221; lists for 1994&#8230;a lot of us at the time couldn&#8217;t understand how Origin games had lost out to an OS/2 game that&#8230;well, looked like <em>that</em>.</p>
<p>But as good a game as it was, Brad made almost no money on it.  He was ripped off by his publisher and couldn&#8217;t afford a lawyer to fight back.  He learned a very valuable lesson the hard way &#8211; a lesson that almost sank Stardock.</p>
<p>But what the publishers couldn&#8217;t take away from him was the name Stardock on the box.  While the success of <em>GalCiv</em> didn&#8217;t profit Brad, it did raise the profile of his company.  Brad was able to profit by writing an expansion to his own game called <em>Shipyards</em>, which sold well enough to keep him going for a bit.  IBM came to Brad hat in hand asking if Brad could create a special version of <em>GalCiv</em> for the IBM OS/2 game pack.  Brad did, which he titled <em>Star Emperor</em>.</p>
<p>Brad had always been intrigued by the idea of customizing the OS/2 operating system, and in 1994 became convinced that an OS customization tool for OS/2 could be profitable.  This lead to him teaming up with fellow OS/2 enthusiast Kurt Westerfield to release <em>OS/2 Essentials</em>, the software that would eventually become <em>Object Desktop</em>.</p>
<p>And Brad was also able to get the rights to the &#8220;Galactic Civilizations&#8221; name back and republish the game (with improvements) as <em>Galactic Civilizations 2 for OS/2</em>.</p>
<p>And at this point, he figured the game was over and he&#8217;d won.  By twenty-four he was a millionaire and Stardock was not only selling tons of copies of <em>OS/2 Essentials</em> and <em>GalCiv 2</em> but publishing other people&#8217;s OS/2 software as well.</p>
<p>And then he made his second mistake &#8211; he allowed his zealotry for OS/2 to nearly wreck his business.  </p>
<p>IBM quietly dropped support for OS/2 in 1995, and Microsoft released Windows NT 4.0 (the one with the much more usable &#8220;Windows 95&#8243;-style interface) in 1996.  Windows NT 4.0 quickly captured OS/2&#8242;s core market.  There were lots of people (including some of my friends at Origin (Hi, J. Allen!)) who believed that even if IBM&#8217;s support of OS/2 was a bit spotty, the superiority of the platform plus user advocacy and support could make the platform a success.</p>
<p>Needless to say, it didn&#8217;t work.  Soon Brad began to realize that something was wrong, but Stardock continued to release OS/2 software until <em>1998</em>.  This could easily have been the end of Stardock, but two things saved his company.</p>
<p>The first was an employee, Mike Duffy.  Mike was the lead developer on <em>Entrepreneur</em> and decided he would write a low-level, cross-platform library that worked on both OS/2 and Windows.  This enabled Stardock to finally start making the transition from OS/2 to Windows.</p>
<p>The second was customer loyalty.  Stardock at this point had a whole bunch of customers who didn&#8217;t just buy their software &#8211; they were fans of the company.  They wanted to see the company do well.  So they actually bought subscriptions to Stardock&#8217;s online ObjectDesktop.Net service before it was actually ready.  Because of this, while 1998 was the worst year in Stardock&#8217;s history they managed to pull through, and by 1999 they had begun to release Windows products.</p>
<p>By 2000 things were looking up again.  Brad&#8217;s focus on desktop customization software was paying off, with <em>WindowBlinds</em>, <em>ObjectDesktop</em> and <em>DesktopX</em> all selling well.  Stardock avoided the dot-com crash of 2001 by actually being profitable and having a business plan, and by 2002 Brad decided that the company was ready to get back into games again.  The first had to be a version of the original <em>Galactic Civilizations</em> for Windows.</p>
<p>But development of <em>GalCiv</em> for Windows slowed when the launch of Windows XP approached.  Because Windows XP had more customization features &#8220;out of the box&#8221;, Brad was concerned that people would feel they didn&#8217;t need Stardock&#8217;s customization software any longer.  In fact, the exact opposite happened &#8211; Windows users who had never been exposed to desktop customization before saw it in Windows XP, experimented with it, and then turned to Stardock when they ran up against the limitations of what the built-in customization could do.  Needless to say, this was a great relief for Stardock.</p>
<p>In 2003, Windows <em>finally</em> got a version of <em>Galactic Civilizations</em>.  This edition included everything from the OS/2 versions of <em>Galactic Civilizations</em>, its expansions and its sequel (thus, <em>GalCiv</em> for Windows is equivalent to <em>GalCiv 2</em> for OS/2).  Plus it now looked like this!</p>
<p><a href="http://www.viridiangames.com/images/galciv_windows.png"><img title="Oh, man, that is MUCH easier on the eyes." src="http://www.viridiangames.com/images/galciv_windows.png" alt="" width="512" height="384" /></a></p>
<p>At the same time, Stardock had been beefing up their digital content delivery system.  <em>Galactic Civilizations</em> for Windows was available at retail and online on the same day.  Retail boxes included a code that could be entered into Stardock Central, which registered the user&#8217;s copy and allowed them to download the latest version.</p>
<p>Stardock Central quickly expanded to allow digital delivery of any product Stardock published &#8211; and Stardock had gotten back into the business of publishing other software.</p>
<p>And in 2006, Stardock released <em>Galactic Civilizations 2</em>, and Brad briefly became the focus of the DRM debate when he stated that <em>GalCiv 2</em> had no DRM and never would.  This caused some criticism from DRM providers (indeed, a Starforce employee actually posted a link on their forums telling people where they could pirate <em>GalCiv 2</em>) but Brad&#8217;s decision does not seem to have affected <em>GalCiv 2</em>&#8216;s sales, which have been excellent.</p>
<p>And in 2008 Stardock updated the perfectly functional but kind of hoary old <a href="http://www.stardock.com/products/sdcentral/">Stardock Central</a> with a flashy new version called <a href="http://www.impulsedriven.com/">Impulse</a>.  Impulse is quite comparable to <a href="http://www.valvesoftware.com/">Valve&#8217;s</a> <a href="http://store.steampowered.com/">Steam</a> in that it&#8217;s a system designed to allow people to buy and digitally download software from a host of different companies, but is different in that Impulse doesn&#8217;t require an internet connection simply to play games, but only when purchasing a new game or using other online features.</p>
<p>Brad long ago returned to millionaire status and has stayed there since.  His strategy of cultivating a loyal fanbase and shipping excellent software while staying out of debt has allowed Stardock to grow into a major online presence and allowed him to overcome his missteps.</p>
<p>Brad has developed a rather&#8230;unique online persona.  During his stint on the <a href="http://www.poweruser.tv/">Poweruser.tv</a> podcast, he effectively acted as the &#8220;comic&#8221; to host Kristin Hatcher&#8217;s &#8220;straight man&#8221;, saying and doing outrageous things simply to get her reaction.</p>
<p>Brad has also been at the core of several flamewars about OS customization, routinely insisting that the customer is not always right &#8211; especially when catering to certain customers would hurt his business.  At one point he exclaimed in a forum post, &#8220;I&#8217;m too old and too rich for this shit.&#8221;</p>
<p>His political views seem to lean toward the individualist, and he has a particular hatred of taxes, seeing them as good money given to the government who will then give it to people who haven&#8217;t earned it and probably won&#8217;t deserve it.</p>
<p>Overall, I think Brad is a great guy who had to overcome incredible disadvantages to succeed.  If I had the chance to work for Stardock I&#8217;d probably jump at it.  Despite having to move to Michigan.</p>
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		<title>Game Coding Complete, Third Edition</title>
		<link>http://www.viridiangames.com/blog/game-coding-complete-third-edition</link>
		<comments>http://www.viridiangames.com/blog/game-coding-complete-third-edition#comments</comments>
		<pubDate>Wed, 03 Jun 2009 02:34:12 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Cool People]]></category>
		<category><![CDATA[Game Programming]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=985</guid>
		<description><![CDATA[After I mentioned Mike McShaffry&#8217;s Game Coding Complete in an earlier post, a lot of people were complaining that the only copies they could get were used ones for $100 or more. Well, despair no longer! Not only is the book available again, it&#8217;s in a spiffy new edition. This time, Mr. Mike has collaborated [...]]]></description>
			<content:encoded><![CDATA[<p>After I mentioned <a href="http://www.mcshaffry.com/">Mike McShaffry&#8217;s</a> <em>Game Coding Complete</em> in an earlier post, a lot of people were complaining that the only copies they could get were used ones for $100 or more.</p>
<p>Well, despair no longer!  Not only is the book available again, it&#8217;s in a spiffy new edition.  This time, Mr. Mike has collaborated with other programmer/writers on various subjects.  It&#8217;s almost like an edition of <a href="http://www.gameprogramminggems.com/"><em>Game Programming Gems</em></a>, but it covers game engine creation from the ground up.</p>
<p>And Amazon currently has it for <a href="http://www.amazon.com/Game-Coding-Complete-Mike-McShaffry/dp/1584506806/">less than $40</a>.</p>
<p>If only I weren&#8217;t <em>completely</em> broke&#8230;</p>
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		<title>iNaria</title>
		<link>http://www.viridiangames.com/blog/inaria</link>
		<comments>http://www.viridiangames.com/blog/inaria#comments</comments>
		<pubDate>Sat, 02 May 2009 02:44:29 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[Inaria]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=962</guid>
		<description><![CDATA[Because two people demanded it! Yes, it&#8217;s true. My new current project is Inaria for the iPhone. I was greatly encouraged to do this by my good friend Ryan Clark, who has just been incredibly supportive during my entire time of trouble. He even lent me the Mac that I&#8217;ll be doing the development on. [...]]]></description>
			<content:encoded><![CDATA[<p>Because <em>two people demanded it!</em></p>
<p>Yes, it&#8217;s true.  My new current project is Inaria for the iPhone.  I was greatly encouraged to do this by my good friend Ryan Clark, who has just been incredibly supportive during my entire time of trouble.  He even lent me the Mac that I&#8217;ll be doing the development on.  (And that I&#8217;m currently posting from.)</p>
<p>Porting it to the iPhone probably won&#8217;t take long; the hardest part will be making sure the new interface works well (and finding some music and sound effects I can use with the game).  I will be adding some extra content &#8211; new maps and a <em>much</em> better leveling system.  I hope to have the project done by the end of May.</p>
<p>And now I finally have something to blog about on this blog again!</p>
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		<title>Embracing the Bottom</title>
		<link>http://www.viridiangames.com/blog/embracing-the-bottom</link>
		<comments>http://www.viridiangames.com/blog/embracing-the-bottom#comments</comments>
		<pubDate>Mon, 30 Mar 2009 05:58:57 +0000</pubDate>
		<dc:creator>Viridian</dc:creator>
				<category><![CDATA[Cool People]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[The Game Biz]]></category>

		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=938</guid>
		<description><![CDATA[I recently read two very different and excellent articles on independent game development. The first was from Owen Goss of Streaming Color Studios, in which he detailed the sales figures (so far) of his iPhone game Dapple.  He expressed frustration with the fact that although Dapple cost $32,000 to make, it has only made $535.19 [...]]]></description>
			<content:encoded><![CDATA[<p>I recently read two very different and excellent articles on independent game development.</p>
<p>The first was from Owen Goss of <a href="http://www.streamingcolour.com/index.html">Streaming Color Studios</a>, in which he <a href="http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/">detailed the sales figures</a> (so far) of his iPhone game <a href="http://www.streamingcolour.com/games/dapple/">Dapple</a>.  He expressed frustration with the fact that although Dapple cost $32,000 to make, it has only made $535.19 in its first available month.</p>
<p>The second was from Jeff Vogel of <a href="http://www.spiderwebsoftware.com/">Spiderweb Software</a> in which he <a href="http://jeff-vogel.blogspot.com/2009/03/so-heres-how-many-games-i-sell.html">detailed the sales figures</a> (so far) of his PC/Mac game <a href="http://www.spiderwebsoftware.com/geneforge4/index.html">Geneforge 4</a>.  Geneforge 4 cost $120,000 to make and after six months has only made back $111,412.</p>
<p>Neither of those sound very good, but Jeff is actually pretty happy with how Geneforge 4 is selling (although he admits that these sales are unexceptional).  Within another month or two at most, Geneforge 4 will have made back its costs and everything it makes from then on will be sweet, sweet, gravy.</p>
<p>So what&#8217;s the difference?  I think the difference is that (despite his protests to the contrary) Owen was hoping to strike it rich in the iPhone gold rush.  As soon as his app fell off the front page of the Apple Store his sales dropped to near zero, and getting articles about his game on <a href="http://kotaku.com/5159460/dapple-micro+review-a-rainbow-for-the-colorblind">Kotaku</a> and <a href="http://tech.slashdot.org/article.pl?sid=09/03/10/0157221">Slashdot</a> generated exactly 21 new sales.</p>
<p>Owen&#8217;s claim in his follow-up post that he desires to build a software company slowly over time doesn&#8217;t really match up with the type of game he made.  While Dapple is a clever little game (especially the <a type="&quot;application/x-shockwave-flash&quot;" href="&lt;object width=&quot;425&quot; height=&quot;344&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/2DJF4W_P4R8&amp;hl=en&amp;fs=1&amp;rel=0&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;/param&gt;&lt;embed src=">two-player mode</a>) it looks very generic &#8211; because <em>it is</em>.  It&#8217;s a color-matching game.  <a href="http://www.popcap.com/games/free/bejeweled2/?icid=bejeweled2_HP_OL_2_8_19_08_en">There</a> <a href="http://www.popcap.com/games/bejeweledtwist/?icid=bejeweledtwist_HP_DL_1_8_19_08_en">are</a> <a href="http://linux.die.net/man/6/amoebax">tons</a> <a href="http://www.popcap.com/games/mobile/zuma">of</a> <a href="http://en.wikipedia.org/wiki/Dr._Mario_(video_game)">color-matching</a> <a href="http://www.youtube.com/watch?v=0cHkxadIMfg">games</a> <a href="http://www.youtube.com/watch?v=xT4ksAgQouc">available</a> <a href="http://www.youtube.com/watch?v=p5sfo54LAbk">for</a> <a href="http://en.wikipedia.org/wiki/Jawbreaker_(Pocket_PC_game)">every</a> <a href="http://www.worldofspectrum.org/infoseekid.cgi?id=0003947">conceivable</a> <a href="http://en.wikipedia.org/wiki/Sega_Swirl">platform</a>.  The gaming industry is <em>awash</em> in them.  You simply cannot stand out in that genre, especially if you&#8217;re an indie.</p>
<p>Jeff has chosen a different route.  He makes turn-based, single-player RPGs.  This is a market that the big game companies aren&#8217;t serving sufficiently.  The lack of cutting-edge graphics has never hurt his sales &#8211; indeed, it makes his games very older-hardware/laptop friendly.  He has found an underserved market and intends to keep serving it until it goes away&#8230;which, since Jeff&#8217;s been in business for fifteen years now, it doesn&#8217;t look like it&#8217;s ever going to do.</p>
<p>Jeff also understood that when he chose to take this path, he would have to be in it for the long haul.  It&#8217;s taken six months for Geneforge 4 to make its costs back, but now every time it sells (and it <em>will</em> sell, for <em>years</em>) it&#8217;s gravy for Jeff.  And since he now has <em>fifteen</em> games out there, each one selling away, his overall income is high enough that he can make a living.  In his <a href="http://www.ironycentral.com/">inimitably cynical style</a>, he calls this &#8220;bottom feeding&#8221;.</p>
<p>Now, Jeff got lucky, true.  He found a market that he loved but wasn&#8217;t being served.  He finished his first game and started selling it just as the internet was getting started.  His development cycle (make a game in eight months, then spend two porting it to the PC) allows him to make a ton of games &#8211; at least one new one every year.  And the games outsell their costs, leading to profit.</p>
<p>But it can still be done nowadays &#8211; indeed, it can probably be done easier, because when Jeff started he was having to advertise his games on bulletin boards and over AOL.  There are <em>plenty</em> of underserved markets out there.  You can still stand out, make your mark, and make your money.</p>
<p>You just can&#8217;t do it with a color-matching game, which is what Owen found out.  I truly do wish him better luck next time.</p>
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