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Flop Rocket arrives on iOS!

Cancer, Again

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Last week, after a surgery and several scans, I was re-diagnosed with Lymphoma, cancer of the lymph system.It's the same hellaciously aggressive version I had over a year ago - the thing that inspired Crashlands and pushed us to where we are today.

I spent last weekend in a hospital bed. I spent that time preparing promotional assets for Flop Rocket's appearance on the App Store, between bouts of brain fuzz and nausea caused by a 3-day chemotherapy infusion. Right now, I'm pushing back on an intense pain that's radiating from my spine and hips each time my heart beats. Good times.


To say it's been an odd week would be an understatement. Treatment is going to be long, complicated, and really, really rough.

But it's going to work.

Treatment
My treatment will last approximately 6 months. I've already completed 1 of the 3 rounds of chemotherapy I'll be receiving. My next treatments are March 11th and April 4th - each of which places me in the hospital for 3 days.

Following these intensive treatments I will have what's called an autologous stem-cell transplant. Beginning around May 11th, I'll be in the hospital for 3 weeks, during which time I'll receive a chemo so potent it will utterly destroy my bone marrow (and, theoretically, all the cancer ever made inside my body). I'll then receive my own bone marrow back, and be left to recover for two months.

Finally, I'll undergo a donor transplant. Some lovely soul, somewhere in the world, will be gifting me their immune system. I'll be plopped in the hospital for another three weeks.

After all of that I'll be done - the same human on the outside, but unmistakenly different on the inside.

BUT WHAT ABOUT THE GAMES?!
You can rest assured that I'll be cranking out Crashlands art and continuing to work during treatment. Making Crashlands during chemo kept me happy, sane, and full of meaningful activity last time. And it will do so again.

I had hoped that a full 1/3rd of the team would only get cancer ONCE during Crashlands development. But that ship has CERTAINLY SAILED NOW.

Going forward, we as a 3 brother indie studio will need your support, and the powers of whatever gods you bring to the table. If you want to help, or DO SOMETHING, then all I ask is for something quite simple - engage with us.

Hang out on the forums, whip up some fan art or fan fiction, and maybe send us some sassy tweets (@bscotchshenani). If you're feeling like a complete bad-ass go sign-up for the bone marrow registry. All of it lets us feel like we're more connected, and makes me feel like I've got an army at my back.

And that's what I need right now. I need a goddamn army.

P.S. - I'll likely be wearing a mask around GDC. It's not to protect you, but me, though you may still need protection from when I high-five you with the FORCE OF A SLEDGEHAMMER.

New podcast coming - Ask a question!

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Heyo! Years ago we did something called Coffee with Butterscotch, a video log designed to update our players and fellow devs on what we were up to in a comical, quick manner.

A lot of things have changed since then, but Coffee with Butterscotch has stuck in our brains. So today we're happy to announce that we'll be reviving the idea in the form of a short podcast (~20 minutes). There's only one thing we need, and that's SOME QUESTIONS.

If you have a question you'd like us to answer, either drop it in this forum post or shout it through twitter with #coffeewithbscotch attached. We'll compile the best ones and tackle them during the podcast!


Coffee with Butterscotch Podcast - Episode 1

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Take a listen to our hour long chat about what's up in BUTTERSCOTCH LAND, and then take your thoughts and commentary over to the forums to discuss!

Use this handy-dandy breakdown to sip from the soundstream responsibly.
  1. Butterscotch Life Updates 0:55
  2. Crashlands Update 5:45
    1. Story time - 9:00
    2. Story creation tool - 11:00
    3. NPC's unveiling & SECRET RACE! - 13:00
  3. BscotchID 16:00
    1. Multiplayer dreams 17:00
    2. Gifting & Random Acts of Butter 19:09
  4. Games we've been playing 23:00
    1. Ori and the Blind Forest23:50
  5. Questions from Players 28:40
    1. from Plato - "Boiling down the key gameplay ingredients for a successful mobile game, what would you say the 3 main ingredients are and why?"29:15
    2. from Tofos - "How much time (daily/weekly) do you spend on making games?"37:30
    3. from steinsnessen - "Not having an art bg, do u enjoy doing the art? If u become indie billionaires will u still do it?"42:05
      1. How this question is like the monetization in Quadropus45:00
    4. from Meakitty - "What kinda games would you make if you were Butterscotch Sisters?"49:30
      1. 52:10 - Pixelle's Game Making Program & Girls Who Code
      2. 55:32 - Serafina's Crown
      3. 56:10 - Our narratives and tropes

How we use player feedback

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We get a lot of requests and suggestions from our players for changes to our games. Sometimes we do make those changes (especially during development and testing) and so this is an invaluable form of feedback. However, more often than not, we will not make those changes, and I figured it was worth a moment to explain why.

What criterion do we use to decide which changes to make and which to leave by the curb?

"All you'd have to do..."
This phrase is a running joke in our studio, and it comes up often. The situation is this: one of the three of us has a cool idea for something that will have to be implemented by a different one of the three of us. The cool idea is conceptually simple in the mind of its inventor, and so the presentation begins with "all we'd have to do is...". But it turns out that it only sounds simple because the inventor doesn't know what the idea requires practically.

Translating even a simple idea into code can be a hard problem, and ideas in game design are rarely simple. Games are crazy-complicated, non-linear things that change in time and have tons of inter-dependencies between parts. Making a change in one place may require making many other changes to seemingly unrelated functions.

Sometimes making a change is the only good move. In Crashlands, for example, during a design discussion I asked "Why not just get rid of the inventory system altogether?" We all agreed it was the right idea, but that little "just" turned into a couple weeks of development time, and the aftereffects of that change still show up in other Crashlands game systems every once in while (as bugs). Why? Because the inventory system is tethered to just about every other game system in some way, and things can fall through the cracks.

We only make changes when the awesomeness of the change clearly outweighs the amount of work involved to make it, and this is a rare thing (we throw out 90% of our own ideas!).

Coding for the average player

While we have great testers and do a ton of testing ourselves, once a game is released into the hands of a million players even the rarest of bugs will happen to SOMEONE. We know this, and so as developers we write our code while constantly thinking of all of the weird things that a player could ask the code to do. And we try to protect the game from the rare events (the "edge cases") so that even unlikely player behavior won't crash the game.

The problem is that edge cases are hard to predict, and they are usually complicated to code around, so that handling edge cases is WAY more work (and therefore way more development time) than handling the "average" case.

The same idea holds true for game features. As game developers and designers, our goal is to create an amazing gameplay experience for our players. However, every player has his or her own ideas about what makes a game "amazing," and rarely will any two players agree. We deal with this by making games that the three of us love, and just figure that if we love them so will at least some other people.

It turns out that most suggestions are things we've already considered and discarded, and we simply discard them again. Others are things that indeed would make the game better, but very rarely will they make the game much better, and even more rarely yet will they make the game much better for most players.

If a suggested change would indeed be a big improvement for many players, and looks like a doable amount of work, then we bring it against the final check.

Is this what we should be working on?

Games can ALWAYS be better. When we publish a game, we do so with full awareness of a jillion things that could have made that game a little better. There will always be rare bugs to work out, content to add, parameters to tweak. We could take any one of our games and iterate on it forever. And it is seductive for us as a studio to fall into that trap, because improving something that our players enjoy is immediately emotionally gratifying, and it's way easier than making a new game.

But here's the kicker: every moment spent iterating on one game is a moment taken away from developing the next one. For example, in the time we've spent patching Flop Rocket and our other old games, we could have made at least one entirely new game roughly the same size as Quadropus Rampage! That's one game that now will never exist!

And so we are constantly checking ourselves with the question: "Sure, thing X would make that old game better, but is it worth stopping/delaying development on the next game to change it?" Combine that with the simple point that updates to old games provide almost zero revenue when compared to launches of new games, and we have a strong incentive to always and only be developing the next game.

Our goal as a studio is to make games - not a singular ever-improving game (at least until we make an MMO. HEH!). By passing incoming suggestions through this gauntlet of questions:

  1. How much work does this take?
  2. Does this make the game much better for most people?
  3. How does this effect our other titles in development?
We're able to make informed decisions about where to spend our time and bring about an ever expanding, ever improving Butterscotchy universe.

Coffee with Butterscotch - Podcast Episode 2 QUESTIONS

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We're gearing up for our 2nd episode of Coffee with Butterscotch. Toss your questions onto the forum thread or our twitter and we'll answer a select few during the show!

And if you missed the first episode, check it out below, or subscribe on iTunes.

Coffee with Butterscotch - Episode 2

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Edit: Updated the track with better sound, HOPEFULLY!
In this installment of COFFEE WITH BUTTERSCOTCH we talk about hitting 25,000 BscotchID's, Flop Rocket players making it to the moon (slowly), Crashlands' taming, saving, and content verticals, and take questions about WHAT WE CARRY AT ALL TIMES. We also talk smack about the use of DURABILITY as a design crutch in video games.

And Seth displays a rampant disregard for mathematics. Discuss over on the forums!

Use this handy-dandy breakdown to sip from the soundstream responsibly.
  1. Butterscotch Life Updates 0:35
  2. 25,000 BscotchID's 2:05
    1. Seth displays questionable math - 2:20
    2. Flop Rocket players reach the moon - 4:30
    3. Someone played for 15 days. 5:30
  3. Crashlands 8:40
    1. TAME ALL THE THINGS 11:12
    2. Adam ALMOST shares a secret 18:20
    3. Crossplatform saving 19:30
    4. Sam's making lots of stuff 24:00
  4. We played DEPTH and ate each other 28:30
  5. Questions!
    1. from Etrusan & Meakitty - “What is the most ridiculous game/story we’ve come up with?” and "What's the stupidest thing you've done?"39:30
      1. Torso Demon Saga39:20 
      2. I KNOW CPR! (play it on your comp with a friend) 42:30 
    2. from MAP5597“I think I remember reading something where you guys were going to get Crashlands (and maybe some other games?) on Steam, or some other way to get your games on PCs. How's that coming along?” 46:00 
    3. from @CyberKlown28 “What are your everyday carry items?” 50:15 
      1. from @twaster “I see that tools and weapons don't have any durability as well as armor. Why did you choose to go that way?” [Crashlands] 54:30 

      Coffee with Butterscotch - Episode 3 - To IOWAAAA!

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      In this episode we talk about the most recent whirlwind of updates to Crashlands, why it will not be Free-to-Play, and just how big of a world it is. This one is short and sweet, so savor it while it lasts!



        Coffee with Butterscotch - Episode 4 - The PLAGUE

        Meet the Races #1 Tendraam

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        No massive adventure game is complete without some colorful characters to harass along the way. In Crashlands, we wanted to take the opportunity of an open game world to add to the Butterscotch universe and expand our cast of races. Meet the Races is a 3 part series exploring the major species you'll come into contact with - and help - throughout your Crashlands journey.


        TENDRAAM
        ZEALOUS - NATURALISTS - FLIGHTY

        The Tendraam are a highly superstitious race of flying, furry goat people. Their horns and hooves resemble roots and leaves for camouflage, while their brown fur has varying hues from brownish-green to orange to better match the landscape of the Savannah (and avoid the many predators that make their home there).

        The likeness of Tendraam horns and hooves to plants has given rise to their deep belief in a plant-based god, whom they refer to as Maarla. Maarla does not appreciate having her plants trod upon, so Tendraam take great care in not touching the ground. They fly about for most of their adult lives, flitting just slightly above the ground.
        Tendraam are not particularly intelligent. Their deep belief in Maarla has led to a dualistic understanding of the world - the Tendraam understand things in only two categories: Sentients, and Plants. Anything that touches the ground is a Plant, and therefore a sacred expression of Maarla. Anything that does not (including themselves) is a sentient, and should strive for Plant-like purity.

        Flux’s crash from space onto Woanoap causes the Tendraam to view her as a transcendent of sorts - since she was once a Sentient (airborne) but has somehow become a Plant. They believe that Juicebox, Flux's robot sidekick, is the Sentient disciple of Flux, an everliving servant and worshipper. This causes the sassy Juicebox no shortage of annoyance.
        Q caught in a moment of thought, probably about how to kill you.
        Q, the game's villain, is viewed as the antithesis of Maarla - he is a 'devil' of sorts to the Tendraam. Q floats, is therefore Sentient, but has no reverence for any Plant, as his mass destruction of anything that annoys him attests. The Tendraam fear him greatly and wish to push him out of the Savannah. Flux’s arrival makes them excited for this possibility to become a reality.
        The things Tendraam gather around are often strange plantlife, which they view as sacred.
        The Tendraam can be found gathered around “Expressions of Maarla” - rare plant life or plants that are growing in inappropriate places. They also setup sites of worship using their grown lamps, and by coaxing massive Lightroots to the surface with a yet undocumented power.

        What do you think of the Tendraam? Pop into the forums to discuss!

        Send Sam your vibes!

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        Sam's been battling cancer for a year and a half now. He just had a stem cell transplant after a viscous round of chemo. Now he needs a Vibes transplant. Got hit up the Vibe Wall and make your love for Sam known!


        Meet the Races #2 Brubus

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        No massive adventure game is complete without some colorful characters to harass along the way. In Crashlands, we wanted to take the opportunity of an open game world to add to the Butterscotch universe and expand our cast of races. Meet the Races is a 3 part series exploring the major species you'll come into contact with - and help - throughout your Crashlands journey. If you missed part 1, the Tendraam, check it out here.

        Brubus
        POLITICAL - CONNIVING - SKITTISH

        The Brubus are a gelatinous, bird-like race that spends an immense amount of time on social preening and the establishment of a proper Pecking Order. They speak almost purely in the passive voice and avoid saying anything that could count as a commitment to another, so as to avoid favor repayment.

        The Brubus are exceptionally politically minded. Their insight into the behavior and desires of other creatures has earned them status as Farseers by the Tendraam, when in reality they only see into others as a way to move themselves up an ever revolving and complicated social hierarchy, referred to as the Pecking Order. The Brubus actually invented the concept of Marlaa when they realized that the Tendraam had a natural reverence for “plants”, which the Brubus, being groundbound, counted as. The Brubus use and abuse the Tendraam frequently, though the Tendraam are completely unaware by virtue of their faith, and are always happy to help, because Maarla.


        Lacking in any real warrior tendencies or proper means to defend themselves, the Brubus rely on the manipulation of other Brubus and the Tendraam to survive. They seem to be aware of their own lack of survivability, having even taken a twisted logic to it - that their inability to survive on their own gives them rightful place over other creatures.

        Brubus are not impressed by feats of raw strength, but rather by the moving of minds. Like Roman politicians, Brubus puff themselves up and talk for hours on end in the hopes of winning friends and allies. While not talking, they’re arranging for unfortunate events and rumor circulation to bring down those outside their small, inner circles. They are frequently found gathered around pontification stones and statues to the Highest Pecker, whomever is the current 1st rank in the Pecking Order.
        While Q’s feats of intellectual power were initially impressive to the Brubus, his blatant wheeling-and-dealing has brought scorn on him by most all Brubus, who see him as a grave threat to each of their places in the great Pecking Order. But some among them are trying to court this all-powerful being to rise up the ranks, to what can only be disasterous effect...

        What do you think of the Brubus? Head into the forums to discuss before the revealing of the 3rd race that claims the Tundra as its home!

        Meet the Races #3 Polari

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        No massive adventure game is complete without some colorful characters to harass along the way. In Crashlands, we wanted to take the opportunity of an open game world to add to the Butterscotch universe and expand our cast of races. Meet the Races is a 3 part series exploring the major species you'll come into contact with - and help - throughout your Crashlands journey. Check out the Tendraam and Brubus if you missed them!

        Polari
        NOMADIC - FIERCE - HONORBOUND

        Want to discuss the Polari? As always, head on over to the Bscotch Forums!

        The Polari are a whale-like nomadic race that can be found in small pods roving both the sea and land around the Tundra. Hardcore Butterscotch fans may recognize them from the game Narwhal Online, which we plan on releasing in the future as a full-fledged title.

        The Polari culture requires selfless behavior above all. Their focus on selflessness is pulled from the concept of Pod Good, which is about making decisions that bring the largest benefit to one’s pod. Polari find great meaning in dying for the Pod Good and are among the fiercest warriors on the planet.

        Given their melon shaped heads, the Polari are able to produce powerful blasts of sound to augment their fighting capabilities. These soundblasts are used to stun and disorient prey, as well as communicate over huge distances with other Polari. They are also voracious consumers of music and produce some of the fattest beats on the planet.

        The Polari lineup, or their photoshoot for the hottest album drop of the year.
        When Polari reach maturity they are tasked with a Horn Breaker quest. The details remain shrouded in mystery, but young Polari are sent to the edge of the Tundra ice flows and come back with their own horn in hand, to be used as their weapon for the remainder of their lives. Polari horns continue to grow after the original Horn Breaker quest, requiring the ritual to be completed numerous times in life. These excess horns are used for the construction of small carry items, such as lamps, knives, and decorative wear. Occasionally, a Polari is born with a unique horn, either in color or shape. These Polari are honored above all as great benefits to the Pod Good and often have their Horn Breaker quest delayed such that their primary weapon can be of epic benefit to the Pod.
        A Megalari horn, which stands taller than an individual Polari. 
        Polari don’t worship any gods, but do place huge value in the creatures of the sea. Their evolutionary ancestor, the Megalari, still roams the frigid waterways and occasionally leaves horns rammed through the ice. These are viewed as sacred sites.

        The Polari lack metaphorical speech and are therefore quite difficult to manipulate, since they take everything literally. This has caused them to severely dislike the Brubus, whose interactions with them have often been tragically short. The Polari view the Brubus as the opposite of themselves, since they’re constantly focused on their own rank within a social order, rather than the health of the social order itself.

        The Polari believe that the wealthiest among them are those who have nothing, having given it all away to the Pod Good. As a result, most Polari are only ever seen wearing their horn as a weapon, if even that.
        A Beatdrum, Clamphitheatre, and Horn Sharpener.
        Since the Polari can communicate over vast distances, their world is effectively much smaller, and their tribes much more cohesive. They are often found congregating around sound-enhancing devices, like the Clamphitheatre.

        When Q arrived in the Tundra he destroyed a pod of Polari. Word of his brutal behavior spread quickly through the various Pods of Polari, and brought a meeting of the Great Pod, all the leaders of the scattered Polari tribes. The Polari find Q to be an extremely dangerous threat and have tamped down their usual xenophobia against the Brubus and Tendraam in an effort to push Q off planet, or kill him.

        Podcast & Community Updates!

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        HEY, GANG! First off, here is EPISODE 5 of the Butterscotch Podcast! If this is what you came for, look no further, because SHUT UP AND GIVE IT A LISTEN! And then maybe discuss it on the forums.

        Stayin' Regular
        Over the past couple months, our blog content has taken a beating, in that we haven't been posting as much as we'd like. This is mostly due to outside issues taking us away from work, but we've decided we want to try to do a better job of keeping you all informed about what we're up to.

        So we're adopting an actual schedule for our blog posts and podcasts!

        • Every other Monday (Starting June 15th): Blog post by Sam
        • The other every other Monday (Starting June 8): Blog post by Adam
        • Every other Friday (Starting June 5th): Blog post by Seth
        • Every Wednesday at Noon: Coffee with Butterscotch podcast

        Each of us has different interests and specialties as part of the development process, so by our dividing the blog posts across all three of us, you'll be able to get different perspectives on all kinds of things as we each write our respective blog posts. For example, Sam's next post will be a timelapse on art creation, Adam is working up a post about some things we learned regarding the behavior of pirates, and I'm working up a post on how to get started in the games industry.

        In addition, we really enjoy doing the podcasts, but we feel like they were suffering from being a bit too long, and from being too inconsistent in scheduling. So we're going to try an experiment, in which every Wednesday morning we'll do a Coffee with Butterscotch episode. And we'll try to keep them more to the point -- about 30 minutes maximum.

        In each episode we'll talk about anything interesting happening in our lives and with our studio, as well as general discussion about how development is going on whatever we're working on. We'll also talk about games we've been playing, game development stuff, and any big news in the games industry. And, of course, we'll be taking questions from YOU GUYS! Which brings us to...

        Ask us Anything!
        When we first started doing the podcast, we realized that our system of obtaining questions from our fans, players, and readers was stupidly cumbersome and hard to manage. We'd roam around Twitter, Facebook, and our forums trying to compile people's questions so we could answer them on the podcast. It ended up taking a hell of a lot of time. AND WE DON'T HAVE THAT KIND OF TIME. This is AMERICA, dammit!

        To solve this problem, Adam developed a ridiculously awesome question system over at https://forums.bscotch.net/podcast/. If you're logged into our forums with your BscotchID, you can use that page to ask us questions. And you can upvote other people's questions to push your favorites to the top. In each episode's podcast, we'll be taking the top few questions and discussing them at length.

        So if you want to get your question onto the podcast, get on over there and start asking and voting!



        The Road to Game Dev: Seth's Story

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        All three of us Bscotch bros regularly get asked, "Hey Bscotch bro! How do I become a game developer?" That could be a very simple or very complicated question, because the answer, as any good lawyer will say, is: "it depends." It depends on where you want to live, what your goals are, how you like to work, how much you like to work, how fast you work, who you want to work with, and how broad of a set of skills you would like to master.

        On the one hand, you can go work for a giant megacompany and spend four years rigging face bones for pre-created art assets. You could work on a cinematics team and be a "lighting specialist." You could become really good at managing web-based programming and become a database administrator. Or maybe you could be a designer, and come up with ideas and make all those other suckers do it for you!

        On the other hand, if you're looking to wear a lot of hats, probably be kinda poor (at least at first), and be extremely busy all the time, you could strike out on your own and form your own studio.

        We don't have the answers, because it all depends on what you're looking to get out of it! But what I can tell you is how I got here, and maybe you can extrapolate that to your own experiences. Let's take a trip down MEMORY ROAD!


        Giving Up
        Like many people, I had dreams of becoming a game developer as a youngster. I was a World of Warcraft junkie, and I spent an extravagant number of hours gaming. I wanted to turn my passion into a career, so naturally, I settled on game dev. I loved playing games, so it stood to reason that I would love making them, too! Even though those two activities have literally nothing in common, I was young and ignorant and didn't know any better.

        I enrolled in a computer science course my first semester of college, anticipating that I would be diving into a world of code that would allow me to produce magical worlds with my fingertips. What I got instead was a professor whose accent I could barely understand, two TA's whose accents I could barely understand, and a series of assignments revolving around abstract concepts like "pointers".

        By the end of the semester, my grade was hovering around the D range, and I hadn't acquired any skills that brought me closer to become a game developer. I realized then that game dev just wasn't going to be in my future. I had failed. So I did what anyone would do: I gave up on my dreams!

        Waking Up
        From there, I changed majors seven times, ultimately ending up in economics and finance. It was my meager attempt to keep the door open, so I would still have something that might allow me to get involved in game development, even if that was just balancing the books of a game studio. Still, I hadn't done anything in particular to push my way into the games industry. I was being passive. I was just taking classes, getting my certifications (I'm a level 1 CFA, woo!), and hoping for the best.

        But as I approached my final year of college, I had an awakening of sorts. It occurred to me, quite suddenly, that there must be hundreds of thousands of people around the world making games. Perhaps millions. It's not some fabled, mysterious thing that only a handful of people are lucky enough to do. It's just a job. I began to wonder what it was that separated all those people from me. And it struck me that maybe, just maybe, the only difference was in effort.

        I had to take stock. What had I done so far to become a game developer? I liked to think that it was something I cared about, but if that were really true, why had I done almost nothing at all to push toward that goal? Thinking through all this was like a big self-slap in the face. It quickly became apparent that I had to make a decision. If this was something I really wanted to do, I needed to go and do it. Nobody was going to hand it to me, and I wasn't going to fall into it.

        So I did the only thing I knew how to do well at the time: I picked up a shitload of books and began reading. I read about level design, game design, art, UI design, and the games industry as a whole. For six months I spent every evening reading book after book. But soon I ran out of books.

        Reach for the Sky
        I had consumed just about every scrap of knowledge I could find, so I figured the next step was to try to make a game. I was in Iowa (University of Northern Iowa), and there weren't too many game developers around I could consult with. But I could write, and I could draw (sort of). So I began compiling a game design document for my dream game: Skybrawler.

        It was to be an enormous, action-RPG platformer with over 100 levels. It would have cutscenes, a huge story, dozens of branching storylines, alien races, and hundreds of unique characters. I crunched on the game design document for this game for months and months. Wanting to get a better feel for how things would look in the game, I found an artist at my university who was willing to work up some concept art for my game idea.

        By the time the game design doc hit about a hundred pages, I ran out of steam. I had a somewhat-finished design for a huge game, but still nobody to make it. I certainly couldn't make it! I had only marginal art proficiency, and no programming skills. Once again, it seemed I had run into a wall. Not knowing where to go from there, I did it again: I gave up. I put my game idea on the backburner and carried on. I applied to law school and got accepted at the University of Iowa. So there I went.

        Skill Building
        That same year (2010), my younger brother Sam had landed a summer internship with a company whose product was to be marketed to game developers. His job that summer was to "grow the game dev community in St. Louis," so this company would have some people to market to. So he organized the first-ever St. Louis Game Jam, a 48-hour game creation event. And at that event, with no programming background and no art background, he and another guy managed to hack a game together over a weekend.

        Later that year, in October, Sam and I were chatting over Google Talk. I expressed my frustrations with all of my false starts in game dev, and how I felt like I was going down the wrong path. It was hard to focus on my law school classes when all I really wanted to do was make games. But I just didn't know how to do it.

        In response, Sam sent me a link to Game Maker, a game creation program that could be used by veteran programmers and total newbies alike. "This is what I used at the Game Jam, and I made a game in a weekend," he said.

        I downloaded the program and started poking at it. Within an hour, I was completely enthralled. I picked up Inkscape (which we still use to this day -- here are some of Sam's tutorials, by the way) and began making crappy vector art of my Skybrawler characters, then spent that first week trying to get an in-game character to stand on the ground without falling through. Once that problem was solved, I tackled the problem of getting my character to jump. Then I animated his legs and got him to walk. It was like watching a baby take its first steps.

        I began spending every spare hour I had working on Skybrawler. I had no idea what I was doing, but I pushed forward anyways. I added enemies, environments, new abilities, and all kinds of nonsense. From October through January, I hacked together what could be considered a prototype.

        In retrospect, it was quite bad, pretty mundane, and the game concept itself was dramatically blown out of scope. But I didn't know better, nor did I care -- I was MAKING GAMES! I WAS DOING IT!

        The Skybrawler world map. It was never finished.
        I spent months and months working on Skybrawler. I sat toward the back of my classrooms in law school so I could write lines of code during lectures. I loved weekends because I could work from 8AM-10PM with no interruptions. I would cook a huge amount of food on Friday nights so I could chain myself to my desk all weekend and work, without being distracted by such nonsense as cooking.

        Pretty soon it was July, and I had been working on Skybrawler for 9 months. I was releasing developer videos about the project, and I was supremely confident that it was coming together well. Nevermind that almost none of the characters were animated, and after 9 months of work I was only five levels in to a 100-level game. (Spoiler alert: at that pace, it'd take me 15 years to finish.)

        By this point, after only a year, the St. Louis Game Jam had grown into a veritable monster. Sam asked if I would be willing to attend a game jam that month, and I agreed. Maybe this will be my chance to finally meet some other developers, I thought! Up until that point, I had been building my game almost entirely alone. The only other person involved with the project was one of my law school buddies, who was doing the music. So I hopped in my car and drove down to St. Louis to check out the game jam.

        The Game Jam
        I arrived in St. Louis on Friday evening, just before the jam started, and I met Sam at the location -- the office building of a game studio called Simutronics. We received the theme from the organizers, which was "Twice upon a time." In many game jams, there is a suggestion that you group up with people you haven't met before. So Sam and I paired up with two other guys.

        I asked one of the guys on our team, "Is this your first game jam?" He looked at me with a confused expression. "I've been making games for 30 years. This is my studio," he said, referring to the office space. I said, "Oh."

        Then we got to brainstorming and came up with a crazy idea. It was to be a platformer that would play itself, and you would have to get the protagonist through the levels by speeding up or slowing down "time" by left or right clicking on the deadly objects that were flying at her. By the time we all agreed on the mechanics, it was late, and our two partners were ready to go to bed.

        But Sam and I weren't tired AT ALL. Partially due to energy drinks, and partially because we had never made a game together before, and we were pumped.

        Sam and I went to his place, and we began working. By 3AM we had a functional prototype. Sam was floored by how capable I was with Game Maker, and I was pretty disoriented by the fact myself. All this time I had been grinding away with the sole purpose of trying to create Skybrawler, and I didn't even realize that I was actually becoming a proficient games programmer.

        We brought our prototype to Simutronics the next day, and our team was galvanized by the progress we had made. We refined the concept some more, and David, the guy who owns Simutronics, worked up some flashy particle effects. The result of our efforts was a quirky game called "Lanturn".


        The Big Lesson
        Creating Lanturn at the game jam taught me something important. And it's something I now tell every person who is getting started in games. When you're first getting started, it's better to make a lot of small games than to make one big game.

        I learned more from that 48-hour game jam weekend than I had during any one-month period while making Skybrawler. And I had more to show for it: a finished game.

        From there I realized I had been going about things COMPLETELY WRONG. So I put Skybrawler aside, buckled down, and started making a bunch of smaller games. I made a simulation game about bacteria (iTunes, Google Play). I made a puzzle game about gravity. I entered the Ludum Dare competition and made a game about being a goat trying to escape being milked.

        The Big Moment
        Within a few months, my programming and game dev skills multiplied rapidly due to my prototyping dozens of game ideas. I sent an email to David, the CEO of Simutronics, asking if there was a possibility for an internship at his studio. He said that he'd definitely be interested, and to chat him up when I got back from India (where I was going to visit family).

        January of 2012 rolled around, and Sam shot me an email letting me know that there was another game jam coming in St. Louis: the Global Game Jam. I got super pumped (because the last jam was so much fun), and drove down to St. Louis once more.

        This time around, Sam and I decided to just partner up and not bring anyone else onto the team, so we could work full-time the whole weekend without having to consult anyone. We jammed all weekend, ultimately creating our first game as a two-person team: Towelfight of the Gods. Sound familiar?


        We presented our game at the conclusion of the Global Game Jam, and the reaction of the audience was fantastic. People were laughing at the absurdity, and they were impressed at how quickly we put together something that solid.

        We chatted with David after the Jam, and he was pretty pumped about what we had made. It seemed that our game solidified his interest in bringing us into his studio as interns, and he officially extended the offer. Within three weeks after the jam, I had all my things packed up, and my wife and I moved to St. Louis. And my career as a professional game developer officially began.

        I learned a ton at Simutronics and got to meet dozens of insanely talented people (including Eric Hibbeler, the guy who now does all of our box art). I got to see what it was like to work as part of a large team (I had been mostly solo up to this point), and I learned to work with Unity, Blender, and a whole bunch of other cool programs.

        Buttering the Scotch
        As time passed, though, Sam and I started to feel the pull of the game jam atmosphere we had experienced long before. It was fun to work on a bigger team because you can make much bigger games, but at the same time, everything moves a lot slower. When you have 15-20 people who all need to communicate regularly in order to create a game, it takes a lot of time, energy, and work to coordinate all those ideas. We wanted SPEED. And further, we wanted to wear more hats and learn as much as possible, but being on a bigger team naturally means you have to specialize more narrowly.

        Over time, we came up with the idea of breaking off and forming our own studio. So by the end of 2012, we struck out on our own, and Butterscotch Shenanigans was born. That story is still being written (in life) and one of us will take a crack at recording it to digital media before too long.

        The Takeaway
        As I said earlier, there's no one path to becoming a game developer, and being a game developer can mean a huge variety of different things. But if there's one thing you take away from my experience, it should be this:

        If you want to make games for a living, do it. Don't let the fact that you  have no skills, no background, or no connections get in your way. I lost years upon years of experience because I gave up at the outset. I could have been making games all the way back in high school. I could have dug in, done research, spent hours on Google looking for tools to use to make my games. But I didn't. At least, not at first. It took me a long time before I realized that the only thing standing between me and my goals was real, conscious effort.

        Don't make the same mistake. If you really want it, go and get it.


        Pirates gonna pirate

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        Adam is one of the three brothers making up Butterscotch Shenanigans. He is the resident scientist and data nerd, and the developer of BscotchID.

        Piracy is an ever-present battle for game developers because we make products that can be duplicated at almost zero cost. Our livelihoods therefore depend on the honesty and generosity of our fans.

        A lot of development time (and money) goes into anti-piracy measures for video games, but is it even worth the effort? Is piracy, as many pirates claim, a victimless crime? In this article I briefly outline the numbers and logic behind the decision to fight piracy.

        One of the most flame-war-inducing questions related to piracy is why people do it. Undoubtedly much piracy is done by people who can't afford what they are stealing or don't have access to legitimate forms of the game (e.g. due to country-specific distribution issues). Certainly some theft is done by people wanting to "stick it to the man" or, amusingly, as a form of revenge against draconian DRM policies.

        But none of that really matters to the people who are trying to eke out a living selling games (i.e. us). What matters to us is if we can convert thieves into customers or, when we can't, if nonconvertible thieves are actually detrimental to our livelihoods.

        Lost Income

        First things first: does there exist a sizable population of "convertible thieves"? That is, are there many players who are able to buy the game but instead choose not to because it is possible to steal it? If so, then those players represent true lost income for the game developer. Making theft difficult might then take those would-be pirates down the alternate path of becoming customers.

        At the moment, our successful titles are on mobile and are free-to-play with in-app purchases. Because in-app purchases are implemented by the games and app stores together, instead of by the app stores alone (as with pay-up-front) the game can attempt to detect and block fraudulent purchases. By collecting the related stats, we end up with data that directly answers the question of how much lost income we would have if piracy was allowed.

        The in-app purchase stats from Quadropus, Flop Rocket, Towelfight 2, and Roid Rage are below. The data cover all 30,000 members of our BscotchID community and over 2 million anonymous installations. The two app stores (iOS and Google Play), as well as each individual game, have widely varying numbers when it comes to purchasing rates (whether fake or real). And so I won't name names, because there are many potential reasons for the differences and it would be disingenuous to imply that a higher number for one game or store are due to properties of that game or that store alone. We don't have all the variables, we can't know, so why start a flame war?

        Anyway, sorry, where was I? OH YES, the data. The ranges represent the range of values across all our games and both distributors. Bscotch, as opposed to anonymous, refers to being logged into BscotchID at the time of "purchase".
        • 50-70% of people making anonymous purchases attempt to do so fraudulently.
        • 22-34% of people making Bscotch purchases attempt to do so fraudulently.
        • Most players (66% of Bscotch players, >99% of anonymous players) do not make any purchase attempts at all, real or fraudulent.
        • 1-5% of players making real purchases are converted thieves. They first made a fraudulent purchase attempt, but after being blocked from doing so, made a real purchase.
        What do these numbers tell us? First, as is common knowledge in game dev, most in-app purchase income is derived from a tiny fraction of players. However, it is important to note that a potentially very large fraction of those non-paying players don't even like your game in the first place. The relevant stat there would be how much time paying versus non-paying players spend in your game, which is a stat I'll cover in a later post.

        Based on the fact that players who log in are dramatically less likely to attempt to steal from us (by a factor of two, roughly), one might be inclined to believe that logging in is itself a deterrent against piracy. This may be the case, but it could just as well be the other way around (players who are going to pirate your game are less likely to log in). Correlation is not causation, after all.

        Getting back to the question at hand, players who attempt to steal from us (but can't) make up a substantial fraction of our players (more than 50%, taking into account all of the data) but only 1-5% of our income is derived from blocked pirates who convert into paying customers. When theft is taken off the table, pirates have two options: paid access or no access, and they overwhelming choose no access.

        In other words: pirates gonna pirate.

        Consequences to Developers

        Only 1-5% of our income comes from converted thieves. That fraction could be written off as the cost of doing business, since gaining those converts requires developing and maintaining some form of fraud prevention, which can be a costly exercise.

        But lost income is not the only metric that has to be considered. Studios with per-user costs over time, common with web-enabled games, can spend a lot of server resources on players who are free-loading on the generosity of others. Most purchases are fraudulent and, consequently, thieves make up the bulk of daily server expenses if they are allowed to use your services. It is not at all hard to envision the scenario where web maintenance costs rise above game revenue for highly pirated games.

        Lost income and per-user costs are values that can be estimated with decent accuracy, if you've collected the data. But there are other aspects of piracy that are less tangible. Many discussion on the topic focus on fairness. It is upsetting, as a game developer, to have people steal your work while you barely scrape by financially (or don't scrape at all). It is upsetting, as a paying player, to see that everyone around you didn't have to pay for the same game. It is upsetting, as a pirate, to have to pay for things you want (especially when purchasing isn't an option, or the impact of even a small purchase on your income makes doing so financially unwise).

        We don't want to spend our time in an arms race against thieves. The one thing we do have control over is web-enabled content. And so for us the solution is the tried-and-true one of developing online content that makes our games even better (and thus more valuable) but that is exclusively available to players with verified game purchases. This way we provide a powerful incentive for convertible pirates to become customers (since they'll end up with a better gaming experience) while preventing our server costs from being lost to thieves. We'll have done what we can, in a way that is fair to all parties involved.

        The piracy numbers can be overwhelming and discouraging, but remember that most of it doesn't affect your livelihood. And when it does, there are things you can do to limit its effects. So, yeah, pirates gonna pirate, and devs gotta dev.

        Podcast Episode 6 is here!

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        Coffee with Butterscotch is our weekly 30 minute podcast, detailing studio life, updates to Crashlands, our thoughts on game design, and answers to burning community questions.

        In this week's episode, Build a Boat to St. Louis, Adam talks about moving to St. Louis (WOOHOOO!), we talk about the upcoming Greenlight campaign for Crashlands (and how this trailer is an inspiration), and we discuss why the recent puzzle game You Must Build a Boat is better than Blizzard's Heroes of the Storm. Plus we tackle a few questions from the community about influences and working at a distance.

        It's 30 minutes of sweet, Butterscotchy goodness. Grab some headphones and enjoy, and if it sparks a question head over to the Podcast hub and ask us anything or discuss it on the forums! Hit play below or go to Soundcloud.

        Art Timelapse - The Birth of the BWF

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        The Baconweed Fairy started as a joke from some flavortext Seth added while tired and drinking whiskey one night. Baconweed is a plant that grows in Crashlands that players can harvest, and can also build into a pot for permanent harvesting at their home base. In the Potted Baconweed flavortext, Seth mentioned:

        "Legend has it if you place one of these by your back doorstep the Baconweed Fairy will come and steal your teeth."

        Months later while we dreamed of bosses the Baconweed Fairy resurfaced in our conversation. I immediately had a vision of a jowely, fat, disgusting creature that would only be called a Fairy by a confused person, and the idea stuck.

        In this 5x timelapse we go from having the BWF as a set of amorphous shapes to a fully animateable boss, all in about 12 minutes. The actual creation time for this fatty clocked in at about an hour and a half. My workflow is a bit different from traditional artists in that I don't sketch things before illustrating them, and rely extremely heavily on duplication to get things done. The work is more like sculpting than drawing, as you'll see here. If you're interested in how all the art is made in Crashlands or how Inkscape works, check it out.

        I'll stay lively in the forums to answer any questions during the day! May your teeth stay rooted.

        Podcast #7 - E3 Edition!

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        Heyo and welcome to another Coffee with Butterscotch. This week we talk about Adam's conversion into a vampire, the upcoming Crashlands trailer, and what we think of E3 thus far.

        Check out the 30 minute sound massage then head over to the Podcast Hub and ask questions or vote up others for the next episode! You can also take your thoughts to the forums.

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