“Let’s Play” video policy for games I’ve created

So there’s been some hoo-ha recently about Google taking down YouTube videos of gameplay due to dubious Content ID matches. Along with other indies, I’m taking specific steps to push back against the trolls.

So let’s make this clear and explicit – you are free to make and monetize “Let’s Play” videos and video reviews of any of the games I’ve created. Stream them on TwitchTV, upload them to YouTube, Vimeo, MySpace(!), wherever. Please monetize them & get uber rich ! Ask nicely, and I’ll probably give you a review copy or an unlock code for the game too, so you can show everyone the full unadulterated experience.

Following the lead of a few others (like Vlambeer and the guys behind Below Kryll), I made this little ‘Moolah for the Viddya Permission Form’ that you can fill out and use as evidence that I have explicitly given you permission to monetize videos of games I’ve created. I’m not sure how much use this really is, but it’s there if required. Developers – feel free to steal and use the source on your own site.

Important things to keep in mind:

Some of my games use Creative Commons Attribution licensed music – you should check the credits section of the game and make sure your video also includes a credit for any Creative Commons licensed music in the description. In particular, Def currently uses this catchy track “Fist Bump” by Ramiz Haddad, and Assembly and BlinkWorld by DST.

Also, it’s good form to provide a link back to the game from description below your video – either this site, or maybe somewhere you can buy it. I tend to repay the favour and tweet, G+ share, etc your video, so link liberally and we will both win.

There’s a nice list of indie developers and their video policies over here at Beals Software. Go make some awesome indie “Let’s Play” videos !

Twenty-point-eight-percent : my October #1GAM

As the end of October loomed, and I realized I hadn’t made my #1GAM yet. I’d been digging back through very old projects looking for something I might be able to finish, and I found this old ‘tunnelrun’ game I’d made in Python (with overkill ODE physics !).

tunnelrun

I decided that the original code wasn’t worth salvaging, and that I’d remake it in Unity as a quick ‘roguelike’ (which is apparently anything with procedurally generated levels and permadeath these days).

I had been working on implementing cellular automata for cavern generation during the month, so I pulled that code into the project and tweaked it for purpose. I ‘wasted’ a lot of time optimising this to prevent major framerate drops as levels are progressively generated in realtime, and dealt with some annoying room & exit placement bugs. I pulled in a spacecraft prefab I made almost 12 months ago for another as-yet-unreleased game. Generated a sky-sphere using some space assets I bought on sale a while back. Fired up Audacity, got on the mic, made some breathing sounds. Made some item pickup sounds with Ableton Live. Made a simple ‘generic item’ model in Blender – I need to practise it more and at least modelling something simple will mean those neurones remain active.

I had already decided that a core mechanic would be searching for ‘oxygen’, which would deplete over time, ultimately resulting in death. I also knew that I wanted to play with visibility, and use that to indicate oxygen levels, along with breathing sounds. Then I went searching for Public Domain literature written about space or the ocean, looking for some text to use as inspiration (or wholesale steal). I ended up reading this - A Hundred Years Hence : The Expectations Of An Optimist by T. Baron Russell, 1906, (Chapter 6: UTILISING THE SEA). Russell’s vision of the future and the challenges we might face with resources and continued human expansion set the direction for this game, and everything fell into place. I knew what I needed to do with this. It still blows my mind that this was written in 1906 ! I tweaked the colour to be ocean-like, so as to intentionally make it ambiguous as to whether the setting is space or the ocean floor. I tweaked the level generation to embrace the idea of increasing scarcity, incorporated Russell’s text as short random snippets, and left the player to fill in the gaps. I think it mostly works as intended - a short experience that I hope will make players pause to think for a moment.

TLDR; Inspired by some literature, I ended up dropping all plans for combat and made some sort of art-game roguelike.

You can play the end result on GameJolt or right here (try not to hold your breath).

What I’m Playing: August – October, 2013

It’s that time again – where I recap everything I can remember playing over the last few months and try to tease out anything I can learn about game design, or just give a snarky one line review.

Stealth Bastard Deluxe - This is a stunning example of a stealth game and a puzzle platformer done right. It has that ‘just one more level’ addictive quality about it, and I expect I’ll end up playing it to completion over the next few months. Even though I’m pretty heavily investing in Unity3D now, games like this make me want to check out Game Maker Studio (the engine behind it) to see if it confers and serious advantage in making games like this.

X-COM: Enemy Unknown – now I know what all the fuss is about. My biggest gripe is that they wasted so much budget on amazing graphics it doesn’t really need, and just makes it a little sluggish on my aging Windows machine.

Bollywood Wannabe – a fun Bollywood themed rhythm game, which is a bit like Dance Dance Revolution mashed up with a very simple platformer. I’ve only picked it up twice so far, but it’s good for a laugh. I played it on my TV, viewing at a distance, and I don’t think it’s well suited to that – visually, your eye needs to be able to switch between looking at the oncoming beats, and the platformer obstacles you are walking toward, and I think this would be much easier at a close viewing distance like a PC screen or tablet.

qrth-phyl by hermit games – yes, it’s snake in 3D, but that doesn’t do it justice. I love everything hermit games releases, and this is no exception. I’m such a sucker for anything glowy.

3089 – Ph00t’s spiritual sequel to 3079 – another action RPG/FPS. I can’t say I’m as taken by this a 3079, but is has some great looking low poly trees and some interesting weapons (eg, the teleport ball gun thing which I’ve forgotten the proper name for). I’m holding off playing much more until the alpha is finished and the whole thing has gone through more iterations of balancing and polishing.

Star Command – I’m not sure if this was influenced by FTL or not, but it’s hard not to draw a comparison, since in both you manage a starship and it’s crew. FTL is procedurally generated and Star Command appears to be fixed scenarios. FTL tends to keep you on your toes, and Star Command mostly feels like a grind. I also wonder how fans of the simulation genre will like the inclusion of non-optional reflex-based mini games, which if you perform poorly at can extend the time a battle takes to win considerably. The pixel art is wonderful, but the difficulty curve doesn’t ramp up quickly enough for me, so I’m not sure I’ll keep playing unless I want something mindless on public transport to grind through.

Paranautical Activity – Quite liking this tough-as-nails FPS-rogue-like (famous for being rejected from direct publishing on Steam for having a Greenlight page). I find I can only survive more than one or two rooms if I use the grenade launcher character  - not sure if I’m just crap or it’s a balancing issue, but nonetheless I have high hopes for where this is headed in future updates.

Proteus – Whoa ! Mind blown ! Another one of those ‘I wish I’d made that’ games. I’m holding out for the consumer model of the Oculus Rift .. but you know one of the first things I’ll be playing once I get it …

The Walking Deadon Peter Silk’s suggestion, I decided to take the time to play this. I guess I’d been scared off by a few reviews that likened it to one long cut scene … no idea why I listen to some of the crap that popular gaming sites spout sometimes, since that’s a completely inaccurate assessment. There are interesting, emotional decisions to be made in this game, and it does a reasonable job of subtly exposing the internal ‘game model’ of trust relationships between the characters that evolves as you chose to favor the interests of one person over another.

Sonic CD (OUYA) - I bought this because Sonic The Hedgehog 4: Part 1 and 2 felt so bloody terrible to play, and this one has more or a classic Sonic feel.

Sentinel - another interesting take on tower defense, that evokes a bit of Rez-like synesthesia. Also uses a few ideas (pickups to click on) that I might steal for future expansions to Def :)

Rose In Time - I actually got this ages ago, when Sophie Houlden made it for an Indie Buskers event … but to be honest, I didn’t quite get it, and gave up too easily. I then also picked up the OUYA version since it’s a nice way to play it (right before Sophie pulled it from the store. Storm, meet teacup) and gave it a little more time … the penny dropped. It twists my brain in knots, but I love it.

X S.E.E.D (OUYA) - this is quite a unique take on a Metroidvania type game – you drop seeds that pop up different types of flowers – most of which shoot once like little turrets, and one type that forms a protective barrier (or can grab unreachable collectables).

Def - yep, as always, playtesting my own game lots, particularly to refine the gamepad controls on OUYA. It’s not just a shameless plug, it counts as something I’ve actually played !

Def is coming to OUYA first

(based on my recent post on IndieDB)

Def – tower defense devolved (OUYA release trailer)

Yep, you read right. I’m releasing Def on the OUYA first. I really like my little OUYA box, and once I refined the gamepad controls Def actually ended up playing very nicely on it. It’s not quite as easy as a keyboard and mouse (I’ve actually made the default difficulty on OUYA ‘easy’ rather than ‘normal’ to account for this), but panning around with the right stick and positioning the crosshair to place defences with the left stick and D-pad is more than accurate enough with just a little practise. In fact, playing with a gamepad just feels cooler for some reason – and this is coming from someone who can’t play an FPS using a gamepad to save their life.

Haters gonna hate

I’m always a little puzzled by the amount of hate that has been piled on OUYA in recent months. Sure the plucky little startup has made a bunch of missteps in the early days of their console launch, and some Kickstarter backers have a few legitimate reasons to grumble … but nothing’s perfect. Let’s not forget that from a developer and player perspective they are also doing a helluva lot of things right. Bottom line: there are a bunch of fun and unique games on the platform (soon to include Def !), it shines when it comes to local multiplayer games nights, and the hardware is cheaper than some AAA+ launch titles. I like my OUYA, and amongst a sea of naysayers I admire the tenacity of the ‘little console that could’. So Def will arrive there first, as a little nod to those trying to do something different.

Unless there is some unexpected delay, Def should be available on OUYA Discover on October 10th, 2013, with a special launch price of $1.99 to unlock the full game. That’s probably stupidly cheap, so get it before I decide I’m selling myself short and raise the price :) Oh, and check out the trippy trailer !

All roads lead to Rome when Arriving in Damascus

Cryptic title huh ? Well, here’s a little story.

Shortly after I released my June #1GAM  game “Arriving in Damascus” on GameJolt (and right here), I got a (spammy) email from another game portal site:

Hi Andre,

My name is XXredactedXX, I’m one of the guys behind XXredactedXX.

I’ve recently played Arriving in Damascus on GameJolt.com and I was wandering if it would be possible to publish the game on our website.

Thank you for your time,

XXredactedXX

(Happy to privately share the name of the site, but didn’t want to drive them any traffic).

I didn’t bother replying (ignoring that they got my name wrong) – once you have a few apps and games published around the place you get these sorts of emails from bottom-feeders all the time. Although Arriving in Damascus is a short free game, I had no interest in putting it on XXredactedXX, since GameJolt (and Kongregate) split advertising revenue with developers and this other site does not. I also don’t want to have to run around to multiple places if I want push out an update.

So today when cleaning up my inbox, I found this email and thought on a whim I might search for Arriving in Damascus on the XXredactedXX site. Turns out they published a copy anyhow, without permission. It also turns out the joke is on them, since I’ve been using this little SiteLock.cs script with any of my Unity games published on web portals. The copy that XXredactedXX ripped from GameJolt simply forwards people away from their site to the version hosted right here on this site. No need to send any polite or angry requests, I’ll take the free traffic :)

(Does that cryptic title make sense now ?)