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The A.Typical RPG needs your vote on Steam Greenlight!

March 6, 2015 · Arvind

Here is a moment that at least twenty people demanded – our first game, A.Typical RPG is on Steam Greenlight. Experience a quirky tale of a college student having the weird week of his life as he shapes his destiny while trying to keep a social life and decent grades. Play football, cheat on exams, use raw emotions to sway people’s opinions, brawl with bullies, rebel against teachers and much more!

Give us your votes, and we’ll completely overhaul the game and release the improved version on Steam – and keys will be given to all existing owners of the game! You have literally nothing to lose (and a shiny game to gain)!

Vote for us on Steam Greenlight!

I would say 1.2.3.Kick it!, but that would be copyright infringement.
JRPG style football matches
A talk with Pat
Strange and challenging conversation system
Whatisthis
Art galleries
Dorm!
Dormitories
Disco!
Discos
Class!
Classrooms

Unrest Giveaway by Phr00t

January 26, 2015 · Arvind

Here at Pyrodactyl, we love our fellow indie developers – and especially so when they’re helping us out!

On a related note, fellow indie developer Phr00t is doing an Unrest giveaway . If you want to score a free copy, click this link!

The giveaway is over now, congratulations to everyone who won!

Unrest is the NASSCOM Gaming Forum Indie Game of the Year!

November 18, 2014 · Arvind

In the indie game scene, you can’t afford to spend much time looking to the past. It’s a little bit like a racing game: the more time you spend looking in the rearview mirror, the higher the chance you’ll be both physically and emotionally devastated by the barbed mutant carapace of some azure freakshow. So we really are trying to focus on the development of our next project more than anything, but it’s worth taking a moment from our hunted shell-plagued existences to reflect on the successes we all worked for.

To wit: The NASSCOM Gaming Forum crowned Unrest its indie game of the year.

We're the NGF IGOTY! I can't handle all these acronyms!

Sometimes this job is pretty good after all.

Here’s to another great year for Pyrodactyl! We have no intention of giving up on making games for you people anytime soon. And once again, sincerely – thank you for your support.

– Ruts (and everyone at Pyrodactyl)

Early to the Party (with wallpapers)

November 7, 2014 · Arvind

Welcome to the inaugral Late to the Party backer update! I’m your host, Adam “Rutskarn” DeCamp, the game’s lead writer. We’re going to have some fun here–and unlike every other human being who’s told you that, I’m not wearing a paper name badge and a polo branded by the dorm, daycare, or minimum-security prison you’re now looking for an exit in. I like to think we convey a little more sincerity.

The trick is, we focus less on prewar boardgames and facts about otters and more on insider info, in-universe fiction serials, backer bonuses, and developer anecdotes. I am also not ruling out facts about otters.We’ve got plenty of stuff planned for the weeks ahead, but for now, take these two wallpapers. They’re huge as heck and should scale nicely to any monitor not designed for major sporting events:

Lindalin city projects Lindalin oldtown
Stay tuned for more!

North American river otters communicate through scent marking and vocal expressions,
Rutskarn

Our next game is an espionage RPG during the cold war, called “Late to the Party”

November 6, 2014 · Arvind

Hello, esteemed readers – it’s Rutskarn here. You may know me as “the guy who wrote Unrest,” or “the guy who writes these updates,” or “the first man to cross the Atlantic in a rowboat,” if you follow my autobiographical newsletter I Probably Did This Stuff.

We’ve had a lot of fun in these backer updates, haven’t we? That’s always been the goal. We’re game developers because we want as much cool stuff on your screen as possible – and with your funding, we were able to take the first steps towards doing that for a living. I can’t tell you how thankful we are for that.

Here’s what I can tell you: we’re about to do it all again.

New project. New Kickstarter. Lessons learned, engine upgraded, and budget geared towards full time development. If that sounds like the sort of thing you’re interested in, then follow this link…and watch your back. There’s spies in our midst.

“If you’re looking for dragons, we don’t have any. But we have got dungeons…and if you don’t learn how to stay ahead of your enemies, you’ll get to spend the rest of your life in one.”

Unrest – Basic Modding Tutorial

August 9, 2014 · Arvind

Hey there prospective mod-makers. I’m Ross, the lead scripter on Unrest (if you squint hard enough you can catch my name as it zips by in the credits, just in time to mispronounce it). I’m here today to give a basic introduction to modding for our game, following through on setting up the mod directory structure by making a basic playable scenario from scratch.

For this tutorial there are a few requirements:

  • A basic text editor or some other software which can safely parse and edit XML. We use Notepad++.
  • A plucky go-mod-’em attitude.

Pretty steep. Once that’s in order you’re ready to start. Continue reading →

Unrest: Honest Postmortem of a Kickstarter Success

July 29, 2014 · Arvind

Written by Adam “Rutskarn” DeCamp, Lead Writer

Lack of transparency is one of the ugliest trends in game development. Sometimes it’s necessary, sometimes even legally required, but the standard of not talking about what’s going on with development can’t help but hurt old studios and new kids alike. There are a lot of pitfalls in this industry. It’s a shame to see people falling into the same ones again and again.

There are people out there setting up Kickstarters who have no idea what they’re doing or how they’ll allocate the money. Sometimes these people get nothing – or sometimes they get hundreds of thousands of dollars. When these teams fail, their follow-ups tend to be face-saving PR statements or grave silence, depending on which is more fiscally advisable. And thus, the way is cleared for another generation of well-intentioned misappropriations.

When we at Pyrodactyl Games launched our Kickstarter last June, we promised that we’d give our backers and the general public a frank postmortem. Now, we never did get in over our heads. We made mistakes, and to some extent I think you can argue we were in over our heads to begin with, but we managed to deliver a game we’re proud of. But we saw a lot of ways this project could have gone south, and part of what we’re here to accomplish is to make sure future teams deliver as well. This report comes from thirteen months in the trenches; it is based on experience.

But this post isn’t just for indie devs, and it’s not just for our backers: it’s for anyone who considers backing a game in the future. Before you support a project, it’s important that you know what money does for indies and what making a game with a small studio looks like. This is something that even the press sometimes doesn’t understand, if some of the questions we’ve gotten are any indication.

First warning: the content that follows may come off a little bittersweet. That’s just what things are like for indie developers. Know before I continue that we are all personally, deeply, humbly grateful for each and every person who took a chance and backed Unrest. We loved making Unrest, we are all incredibly proud of it, and that we hope it will succeed. I don’t know if I’ve ever worked on something I thought was so wonderful, different and rule-breaking. I’m deeply grateful to the people who made it possible.

Next warning: I am going to be talking about things that are almost always considered taboo. I will discuss my salary. I will discuss the salaries of other team members. I will discuss what my work situation was like and how we stand to fare in the future. I will do this because practically no-one else does, and it’s a gaping hole in the discussion.

But first—let’s talk about the biggest mistake you can make.

A temple in the slums

 The Valve Model: It Doesn’t Work for Everyone

A lot of people (even members of the press) assume that independent studios have a lot more freedom than big studios. That’s true and not true, but the major assumption is that small indie teams are free-wheeling democracies that get by on goodwill and mutual trust. Again; that’s true and not true.

The real question is: did we have contracts, deadlines, lawyers, chains of command—all the stuff the squares in Triple-A need?

Yes. Just cheap versions, whenever applicable.

Arvind, our team lead, was very smart about this. The fact is that our team knew each other, liked each other, worked beautifully with each other. I promise you without hesitation that we didn’t need any of the contracts, hard deadlines, soft deadlines, or formal/semi-formal hierarchies of direction that outlined our workload. We would have done it all perfectly anyway.

But we had all those things. We set up a system that would in extremis function exactly as coldly, efficiently, impersonally, and legally as the most cartoonish games-mill dev studio in world history.

Our freedom in being scrappy, independent underdogs was not that we didn’t have contracts and deadlines and chains of command; our freedom was the ability to fudge, overlook, or slacken these bonds by mutual consent when it was good for the development process. That’s one thing you can get away with when you have a personal and informal relationship with every member of your team that you can’t get away with when you’re running a big studio.

It was one of our greatest strengths, and we made damn sure it couldn’t possible become a weakness. If somebody had fallen asleep at the wheel—or worse, taken the money and run—we would have been able to tighten those bonds at a moment’s notice. Our team lead was far from a domineering iron-fisted dictator, but with the contracts we signed and the systems in place he could have been any second if he’d needed to be. And I’m sincerely glad about that.

Valve is famous for structuring its company as a level playing field that lets people pursue projects driven purely by the need to create, without infrastructure or deadlines or executive meddling. That’s great; we all want to work in an environment like that. But as a friendly message to the Kickstarter developers of the world: you are not Valve. You don’t have an endless stream of cash, endless leisure, a huge team that can cover any sudden holes, and all the chances in the world to get something right. You have nothing but your small team and other peoples’ money, and before you write one line of code, you need to cover your backs.

2

The Development Chest

Pyrodactyl Games’ pre-Kickstarter budget was driven mostly by profits from its last game, the “sleeper hit” Will Fight for Food. What constitutes a “sleeper hit” for an indie developer like Arvind? About US $1000. That should set the tone for this section.

All told, our starting funds for making the game amounted to $1500. That was $500 dollars for me, the writer, $800 for Mikk, the artist, and $200 for Arvind—the boss, the lead developer, the guy who was going to be spending all day of pretty much every day working on the game. We were buckled down for about two months of working on the game with that budget. So monthly salaries, adjusted for cash on hand:

Ruts: $250/month
Mikk: $400/month
Arvind: $100/month

How did we get by on that much? We didn’t, really. I was a student, Mikk was taking in other work, Arvind lives in a place with low cost of living, and we were all just…not making very much. We worked on the game because we thought it needed to exist and because we hoped it’d do well and give us more money for next time. In other words, we were 99% of independent developers out there.

We knew our current vision would probably take longer than two months, and we knew we were all going to keep working on it until it was done (in fact we were contractually obligated to, which, full disclosure, might have been a problem if the lead developer had been anybody but Arvind and anything but fair). Those were things that would be true no matter how much money we had.

When we got it in our heads to do a Kickstarter, we knew we weren’t going to get hundreds of thousands—you needed trust or at least recognition to do that well. So we set a goal for what we though we could achieve, which was about $3000. With $3000 we could pay for a little extra art and justify continuing to work for a few more months. We thought we’d be lucky to get that much. Some team members quietly “knew” we’d crash and burn.

When we ended up with over $35,000—well, that was a surprise, to say the least. I don’t think any of us could have expected to do that well. It was a pretty great day for the team when we crossed the finish line, and a great headline for when the game would eventually release.

What it was not was a miracle. I am going to be very honest about where that money went and what it was capable of. Maybe even a little more honest than people would like.

The interior of a grand temple

Let’s Talk About Money

A little more than $5,000 was eaten up by Kickstarter fees, Amazon fees, wire transfers, and international taxes (to all individuals planning a Kickstarter: for the love of God, check whether your gains will be flagged as taxable income). The rest went to fund the next thirteen months of development, which was what we felt we needed to deliver the game we promised—the game backers paid for. Which meant paying existing team members and freelancers. But since we now had a magnificent pile of cash, that wouldn’t be a problem— right?

Before the Kickstarter, I was making about $250 a month and was on board for around two months of work. After the Kickstarter, we adjusted our schedule to make the best game we could—and by my final math, for the thirteen months of post-Kickstarter development, I was making $230 a month. Before taxes.

By the time this period of development began I was no longer a student. I spent a lot of time looking for work that would accommodate my script-writing duties. By that, I don’t mean, “gave me lots and lots of time to sit in a breezy studio writing prose,” I mean legally allowed me to write for games at all.

Which discounted a surprising number of positions in unrelated industries. At least one tech writing job I made it to phone interviews with told me side work for any kind of writing-related industry was a no-go. From what I’m told, it’s similar for most programmers—you’re a freelancer or you’re salaried, and you can’t be both.

So where did I end up working to supplement my $230 a month—which, incidentally, I agreed (out of mutual necessity) to be paid after the game’s completion?

I was a sales associate at a home improvement store. For those unfamiliar with English professional terminology, sales associates are the ground-level employees that do stocking, customer service, and cleaning. It wasn’t a bad job. Tiring, since my department handled all the stuff that wasn’t quite heavy enough to justify using a power loader, but not bad. I worked an average of 20-30 hours a week and wrote the game on my days off or before going to a shift. Writing after a shift turned out to be pretty impossible.

My schedule at the store was pretty much wholly out of my hands if I wanted to get any hours. Sometimes, I’d have four or five days straight where the shifts were murderous and I couldn’t get any decent game-writing done at all. I started working much harder when I did have the chance.

I left that job towards the end of Unrest’s development due to the health of a family member and the demands of finishing the game. And now that our magnum opus has swept onto the indie scene like the majestic jewel-spangled dream ship it is—I’ll be reapplying to that same home improvement store. Because even though I get a very generous percentage of all sales (10% of our cut), sales are by no means guaranteed. Chances aren’t bad I’ll be writing my next game in between shifts as well.

What am I getting at here? It’s not “feel sorry for me,” because I’m sure a lot of you are in similar or worse situations. What I’m trying to communicate is that even when you’re a “Kickstarter success,” these are the circumstances under which indie games are developed. It’s a constant tension between scraping up what free time you can to make your game and needing to release it as soon as possible, so you can actually get paid and see a return on your investment. We make do on small budgets because we are untested and untried—rightfully, nobody has faith in us, so nobody’s going to pay us to do what we do.

Every time we release a game, we pray it does well enough that we can afford to make another. And here’s the really hard, ugly truth that applies to almost all indie devs, even the ones that did “well” on Kickstarter: when you get down to the simple, honest mathematics, the same developer cannot make the same game in twelve months on an independent budget that he could have with a publisher’s money. I wrote Unrest in between shifts loading and unloading bags of river rocks. I am more proud of Unrest’s script than I have been of any other work I’ve done in my entire life, public or private, professional or amateur—but if you’re asking me if I could have done more if I’d spent my life-sustaining river-rock time writing the game instead, the only possible answer is, “Yes.” To give any other response would be delusional.

So as a member of a team that only asked for $3,000, what do I think when I see teams of established, trusted professionals asking for hundreds of thousands for a similar-sized team to make a game in the same window of time? Frankly, I think “good for them and good for their customers.” Our unknowns-making-a-cool-game Kickstarter yielded far more than we could have ever asked for—and it was about half of a professional salary for one person for one year when we had five team members and thirteen months to spread it across.

Absolutely, positively be angry when a team of game developers takes hundreds of thousands of dollars of your money and delivers nothing in return. But don’t be angry they asked that much in the first place. Believe me when I say that if we all would if we could, and assuming the game gets made, it would be the best thing for everybody.

It’s not romantic, but it’s true. Money is a powerful tool for making games better; it buys the time to make them and to make them better. Don’t be afraid of giving it to developers; just make sure they’re not going to waste it. Make sure up-front that actual legal processes are in place to make sure the team doesn’t dissolve and the cash doesn’t flap away to the four winds. That’s the best thing you, and they, can do to secure the investment.

Bhimra's Central Palace

And Now, Questions from a Fictional Person

Q: Would you do a Kickstarter again? Would you prefer a publisher had picked you up?
A:
Let me put it like this. If it’s a choice between getting [X] amount of dollars from Kickstarter or [X] from a publisher– close call, but I think Kickstarter wins.

The advantages of a publisher are things that some people might take for granted—things like QA testing, proofreading, getting reviewers to notice you exist, and getting you on Steam might seem trivial if you haven’t actually tried to do all those things while juggling game development duties and part-time work, but be assured they’re not. So if we’re assuming those are included along with the [X] amount of money, and not charged up-front out of sales (which in our experience, they usually are for devs like us), then those are valuable services.

But Kickstarter gives you freedom—well, as much freedom as you can afford, anyway—and that’s a rare thing in any creative industry. So for indie devs just starting out, I’d say Kickstarter is a more favorable master.

The problem comes when a publisher offers more money than a Kickstarter could. Like, if for some reason a publisher had offered us a huge load of money and hadn’t demanded changes to our fundamental creative vision? Perversely, that would have given us more freedom than having no boss at all. Economic freedom cannot be discounted. The leisure to make more significant changes and implement more sprawling plans is something most starving indie devs with the steadily-depressing-low-down-mind-messing-working-at-the-carwash-blues just don’t have.

Now, would I do a Kickstarter for a different game tomorrow? Yes, probably. Even with a game selling copies and driving up revenue, I would go to Kickstarter for whatever we could get. Like I said: money makes games better. I know this team can deliver on backer promises, so any windfalls we can pick up mean fewer shifts with my old friends the river-rocks and more making games.

Q: Why didn’t you just use the money to develop Unrest full-time for a few months instead of part-time for thirteen?
A:
A lot of reasons. For one thing, several members of the team really did have to work pretty much non-stop. They got paid a little more—but not a lot more. It helped that rent is lower in some parts of the world than others. For another thing, let’s say the whole team’s schedule revolved around my “ideal” scenario, where I get paid enough that I can spend eight hours a day writing the game and still cover my rent and the game gets launched the moment I personally finish. I’m groovy for the (generously) two months my salary would last for. Now the game is released, all of our money is spent, we have no guarantee of making enough to pay anybody’s salary after that, I have no part-time work to fall back on, and…what was the point? If it was “during the two months I was salaried, I had a modest apartment,” great. Now it’s month three and I’ve got a lease and no salary. Even if doing otherwise were realistic, slow and steady’s the only sustainable way to develop a game.

Q: Why did you make such an ambitious game in the first place? Why not just use the money you made to make something like in your original plan and take the windfall as salary?
A:
Because that wouldn’t be fair to the people who backed the game. We secured our additional funding by promising more. We have no regrets about doing that, and certainly no regrets about how Unrest turned out.

Q: You sound ungrateful. Are you ungrateful?
A:
Of course not. This was a great project to work on and I’m glad to have been part of it. I knew exactly what I was getting into, I have no regrets, and—I cannot stress this enough—I think the game we’ve made is fantastic.

Q: Would you have done anything differently?
A:
Nothing significant, no. We pretty much did the best we could have. Make sure your team is solid and will be there tomorrow and you’ll have no regrets.

Q: Do you hope Unrest does well enough that Pyrodactyl has the money to do this full-time?
A:
I really, really do. I want that because writing for games is one of the most rewarding things there is to do, and I’d like to do it every day instead of chipping away at a project between shifts. I want that because our team has done so well even under all of our burdens, and I know that without them, we could make something really amazing. I want to see the game Pyrodactyl makes after thirteen months of full-time, professional work—especially after all the lessons we learned during Unrest’s development. And not least, I want the game to succeed because I think it deserves to. I think more people need to know a game like this can be made. I think it does something no other game does, and I don’t just want it to succeed—I want it to soar.

Q: Would you be so kind as to shamelessly link to the store page of your videogame?
A:
Only since you asked.

Launch Party Times

July 23, 2014 · Arvind

Time to don your sequin-spangled Chablis-spattered party sweats, party people, because Unrest launches tomorrow and we are going to party like it is 2012. And by that, I mean we’re going to be hanging out and streaming the gameplay of our last game, Will Fight for Food.

See how the company’s changed since then! Listen to developer anecdotes about WFFF and Unrest! Ask the team questions! Become convinced that the mouse clicks are actually a message in Morse code! Try to decode them without success! Suspect it is a message, just encrypted! Form a team! Hold meetings! Receive a knock on your door and find a dead fish with an ominous message inside! Alert the authorities! No-one believes you! Go back to watching the stream!

We’ll be rolling from 8:00 AM PDT until around the time Unrest launches–probably around an hour afterwards. We’ll post another update once the stream goes live.

See you all there!

Poster #3, The Fidelity Gradient, DRM-free build status

July 20, 2014 · Arvind

Hello backers, readers and search engine crawlers,
Today, we show you the third and final poster which will ship to our Kickstarter physical backers. I think you’ll like how it turned out:

Unrest Poster 3

The poster was drawn by Rashi Chandra, who also worked on Unrest in the early stages. Personally, I love how it combines traditional Indian painting art with a movie poster vibe with five player characters.

Now, here’s our scripter Ross about what he likes about working on Unrest:

It was an interesting day at Pyrodactyl Games, not least of which because Pyrodactyl has no office, and exists simultaneously in two different days depending on the hour. “ROSS ARE YOU AWAKE”, petitioned Arvind. “DEFCON 1 THE DEMO IS OUT.” Sure enough, the demo for Unrest had released on Steam a week ahead of schedule for reasons beyond comprehension. The news articles were already out, which is ironically how we learned about the mixup, and people were playing our prototype as we spoke. While the demo was playable to a given specification, it was out of date by at least a month of pure bug-fixing and polish. We needed to patch the thing, and patch it soon.

As I wrapped up the demo fixes, something in the Unrest discussion thread at Twenty Sided caught my eye. One of our players had arranged things in the demo chapter such that the character would willingly enter into an arranged marriage having sabotaged the entire affair without being caught. The chapter proceeded smoothly enough, but this looming conflict never came to a head anywhere the player could see. It was only possible to achieve this under a remote number of circumstances, but sure enough there was a not insignificant hole in the game that needed filling.

And in fifteen minutes we filled it.

Now, Unrest is something of a special case: due to our simple animation system and focus on dialogue over kinetic action, we have very little overhead to introducing new plots. Conversations between characters are often no more than a matter of a few minutes’ scripting. The turnaround is so short that we can make drastic changes effortlessly, and flesh out content at a moment’s prompting. It’s occurred to me several times that this must be how it feels to write something like a massively complex choose-your-own-adventure novel with dialogue mechanics, spacial movement, and all of the eponymous shoujos replaced by giant snake people. It may have also occurred to me that I’m something of a nutter.

This isn’t a formula that could serve every game, or even most of them. Unrest shares more in common with classic adventure titles (sans insane item puzzles) and early CRPG’s than it does the voice-acted cinematic action games that followed. We use text as dialogue, animated sprites, and painted backdrops of isometric elements, which all lend themselves to a very specific style of game. Still, I think the time cost of adding content to a game is important to consider no matter the genre.

Games love to push the envelope of visual fidelity. For an animated medium like ours this often bloats the workload of artists beyond the point where it even makes sense to change the game’s content once it’s created. Prototyping becomes ever more necessary, and even prototyping on top of the prototyping, to a point where everything must be planned beforehand and there’s no room for spontaneity or minute-to-minute flashes of inspiration or creativity to manifest. That’s not a dig at modern games – it’s literally the only option available until we find more efficient ways to automate the process.

This is why, after my stint as a level designer and 3D artist at Firearms: Source, working on Unrest has been such an interesting experience. If there’s a line that doesn’t work in the dialogue, it’s a few seconds from being changed. If there’s a new area we just realized would improve the story, an hour or so in Tiled and an XML editor placing the assets is all it takes. Experimentation is simple. We can try things at almost no cost on a day-to-day basis, crafting the game to fit our playing it as opposed to strictly the other way around. It genuinely makes Unrest better in every way, and it’s something I find is often overlooked when comparing indie games to their larger contemporaries.

We’re small in manpower and resources, no doubt, but with that comes some amazing flexibility. Simpler things are easier to change, and there’s an unspoken cost to dialing up the graphics and recording voices instead of writing text, as attractive as both of those things may be in the end. Sometimes it just helps to remember that fidelity comes on a gradient, and no position is without its tradeoffs.

Finally, since there was just too much optimism around here, here’s Arvind with the slightly annoying news:

Just a few weeks ago, we promised that we would give you the DRM-free builds a week before release. Unfortunately, due to several issues and the release date rush, we were unable to do that. The good news is that you will get the DRM-free build, just on the release date. We’re taking the extra time to quash last minute bugs, especially since patching and updating DRM-free builds is a lot tougher than on Steam.

There’s only 3 days to go, so I hope this slight delay isn’t too much of a problem. Thanks a lot for your patience and support, I hope to see and hear you all once you’re playing Unrest!
Feel free to tweet me @pyrodactylgames, also follow me to give Pyrodactyl that web 2.0 social media edge.

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