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	<title>Gamecraft</title>
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	<link>http://blog.gamecraft.org</link>
	<description>A blog all about the craft of making games.</description>
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		<title>MAS Preparation, Part 2</title>
		<link>http://blog.gamecraft.org/2012/01/mas-preparation-part-2/</link>
		<comments>http://blog.gamecraft.org/2012/01/mas-preparation-part-2/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 17:56:42 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[Technical]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2424</guid>
		<description><![CDATA[Property List (Info.plist) changes In the last installment of Preparing for Mac App Store Submission, I discussed the project modifications that are necessary (or recommended) for converting an existing Mac OS X project to one suitable for MAS submission. This second part describes the changes to the information property list for your application that you [...]]]></description>
			<content:encoded><![CDATA[<h2>Property List (Info.plist) changes</h2>
<p>In the last installment of <a title="Preparing for Mac App Store Submission" href="http://blog.gamecraft.org/2012/01/preparing-for-mac-app-store-submission/">Preparing for Mac App Store Submission</a>, I discussed the <a title="MAS Preparation, Part 1" href="http://blog.gamecraft.org/2012/01/mas-preparation-part-1/">project modifications</a> that are necessary (or recommended) for converting an existing Mac OS X project to one suitable for MAS submission.</p>
<p>This second part describes the <span style="color: #ff0000;">changes to the information property list</span> for your application that you should make for successful submission and to eschew rejections for simple issues.  As before, comments about any other issues or different experiences are certainly welcome.</p>
<p>Open the application information property list, usually named &#8216;<em><span style="color: #ff0000;">Info.plist</span></em>&#8216;, in your project and follow these steps&#8230;</p>
<h3>1. Update the bundle version format</h3>
<p>First, <span style="color: #ff0000;">update the format of the &#8216;Bundle version&#8217; entry</span> (<strong>CFBundleVersion</strong>) to contain exactly 3 period-separated integers representing the version number (e.g., &#8220;<em>1.01.1</em>&#8220;).  It cannot contain alphabetic characters (and although some documentation suggests that it <em>may</em> contain more or fewer integers, we did not take that chance).</p>
<p>For non-MAS applications, the format of this field was not enforced and, in fact, the default &#8216;About&#8217; box encouraged the use of this field as a standard version description (alphanumeric string) by directly displaying it underneath the application name.  We used a format like, &#8220;1.01 (January 2012)&#8221;, which is more useful and aesthetically pleasing, but this was cause for rejection.</p>
<h3>2. Add an application category</h3>
<p>If you do not have one already, you will need to <span style="color: #ff0000;">add an &#8216;Application Category&#8217; entry</span> (<strong>LSApplicationCategoryType</strong>).  The easiest way to set this value (in Xcode 4) is to select the &#8216;Summary&#8217; tab for your target and select the appropriate setting in the &#8216;Application Category&#8217; box.  In the case of <em><strong>Pretty Good Solitaire</strong></em>, we chose &#8216;Games &#8211; Card Games&#8217; (<em>public.app-category.card-games</em>).</p>
<p>Note that Xcode 3 did not recognize this key, so it was necessary to explicitly add it, along with the appropriate category value, as found in the <a title="Launch Services Keys" href="http://developer.apple.com/library/mac/#documentation/General/Reference/InfoPlistKeyReference/Articles/LaunchServicesKeys.html" target="_blank">Information Property List Key Reference</a>; fortunately, this is no longer necessary.</p>
<h3>3. Set the minimum system version</h3>
<p>Next, <span style="color: #ff0000;">set the &#8216;Minimum system version&#8217; entry</span> (<strong>LSMinimumSystemVersion</strong>) to &#8220;10.6.6&#8243;, or higher if appropriate.</p>
<p>The Mac App Store does not work on versions of Mac OS X prior to 10.6.6 anyway, and leaving this at a lower setting (even if your downloadable versions support Leopard, Tiger, or even an earlier OS) may be cause for a rejection.</p>
<h3>4. Review the supported document types</h3>
<p>Finally, <span style="color: #ff0000;">review the supported &#8216;Document types&#8217; entry</span> (<strong>CFBundleDocumentTypes</strong>), if any.  Remove any document types that will not be supported in your store version.</p>
<p>In our case, we supported a document type for saved games, which is still useful, but also a document type for automatic installation of extra card sets (which can be downloaded), or in the case of <em><strong>Pretty Good MahJongg</strong></em>, types for both extra tile sets and tile matching layouts.  Since downloading or installing any improvement to your application (outside of the Mac App Store) is verboten, we needed to remove this support.</p>
<p>Note that this <em>initially</em> passed muster with our first product, but it was cause for a rejection later on a different product using essentially identical functionality.  There is clearly some subjectivity to the application reviews, so a more thorough (or <em>nitpicky</em>) reviewer may find something previously allowed.  When a rejection can set your release schedule back a couple of weeks or more, it is not worth the risk.</p>
<h4>Conclusion</h4>
<p>With just these few changes to your information property list, your project should have the necessary application information for submission.  In the next installment, <em><span style="color: #ff0000;">Part 3: Data and Resource guidelines</span></em>, I will describe the issues you may encounter with your application data.</p>
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		<title>MAS Preparation, Part 1</title>
		<link>http://blog.gamecraft.org/2012/01/mas-preparation-part-1/</link>
		<comments>http://blog.gamecraft.org/2012/01/mas-preparation-part-1/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 05:00:53 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[Technical]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2416</guid>
		<description><![CDATA[Project modifications In Preparing for Mac App Store Submission, the first set of changes you should make are to the project itself. This installment describes the project modifications that need to be made to an existing Mac OS X game project.  The general assumptions are that the existing project is working and properly tested, and [...]]]></description>
			<content:encoded><![CDATA[<h2>Project modifications</h2>
<p>In <a title="Preparing for Mac App Store Submission" href="http://blog.gamecraft.org/2012/01/preparing-for-mac-app-store-submission/">Preparing for Mac App Store Submission</a>, the first set of changes you should make are to the project itself.</p>
<p>This installment describes the <span style="color: #ff0000;">project modifications</span> that need to be made to an existing Mac OS X game project.  The general assumptions are that the existing project is working and properly tested, and that, ultimately, you will want to maintain a single set of source code with conditional compilation to differentiate the store version from other builds.  Note that these are the steps that we took for <em><strong><a title="Pretty Good MahJongg Mac Edition" href="http://www.goodsol.com/mac/">Pretty Good Solitaire Mac Edition</a></strong></em>; your project may require some adjustments to these steps.  (Comments where any significant change is necessary would be very appreciated.)</p>
<p>So, without further ado&#8230;</p>
<h3>0. Create a duplicate store project</h3>
<p>Before making any other changes, <span style="color: #ff0000;">create a duplicate copy of the entire project folder</span> and name the copy appropriately.  In our case, the original folder was &#8216;Pretty Good Solitaire&#8217; (which builds full and trial versions of the game) and we created a separate &#8216;pgsse&#8217; (Pretty Good Solitaire [Mac/]Store Edition) folder for MAS modifications.</p>
<p>The version of your project that you will submit to the Mac App Store is a <span style="color: #ff0000;">separate SKU</span> (Shelf Keeping Unit), a build that uses slightly different code and configuration and which is distributed via a different channel.  While it is possible to have the store target within the main project, certain features (e.g., Power PC support, Mac OS X 10.5 support, downloadable data) are not supported in MAS, so it is easier to separate them (at first, anyway).  In any event, doing so at the start gives you a safe playground for making changes without messing up your working project.</p>
<h3>1. Update the project version number</h3>
<p>As just noted, the store build is a separate version and, thus, should have a <span style="color: #ff0000;">different version number</span>.  In our case, we decided that odd minor versions (e.g., &#8220;1.01&#8243;) would represent the store editions, while even minor versions (e.g., &#8220;1.00&#8243;) represented the direct downloadable editions.</p>
<h3>2. Rename the primary build target</h3>
<p>In the new project (of course), <span style="color: #ff0000;">rename the primary build target</span> to something appropriate.  In our case, we renamed the <em>full</em> version target to &#8216;Pretty Good Solitaire store&#8217;, which is now the <em>store</em> version.  You could also delete any redundant or obsolete targets remaining in the project.  For example, we deleted the <em>trial</em> version target, as it is built in the original project and the MAS version <strong>cannot</strong> have any vestiges of a trial version.</p>
<p>Note that this step is not strictly required, but it is a good idea to differentiate between targets, so it is always immediately obvious which project is active, and also to minimize any excess baggage, which reduces the possibility of mistakes.</p>
<h3>3. Build with a current Xcode version</h3>
<p>Make sure that you <span style="color: #ff0000;">build the project with a current version of Xcode</span>.  Submissions to the Mac App Store now require Xcode 4 and, as of this writing, the latest version is Xcode 4.2.1.</p>
<p>If you have an older version of Xcode, this would be a good time to upgrade, and although it will not be mentioned explicitly, you should build the project regularly, ideally after every change, to make sure that the build is not broken and behaves as expected.</p>
<h3>4. Define a preprocessor variable</h3>
<p>To allow for conditional compilation of certain source code, it is a good idea to <span style="color: #ff0000;">define a preprocessor variable</span>, <strong>APPSTORE</strong>, for any build targets intended for MAS.  In the &#8216;Build Settings&#8217; for the target (or the whole project, if you prefer), find the setting for &#8216;Preprocessor Macros&#8217; and add &#8220;APPSTORE&#8221; to <em>each</em> configuration.  Note that it is common to have different variables for &#8216;Release&#8217; and &#8216;Debug&#8217; configurations, so be careful to define APPSTORE for each one without accidentally removing or altering any existing definitions.</p>
<p>Of course, there is no requirement that the preprocessor variable be named &#8220;APPSTORE&#8221;, but beware that simply using &#8220;STORE&#8221; results in a naming conflict in the latest Mac OS X SDK.</p>
<h3>5. Add necessary frameworks/libraries</h3>
<p>In order to test the validity of app receipts, you will need to <span style="color: #ff0000;">add the IOKit and Security frameworks and the crypto library</span>.  From the &#8216;Build Phases&#8217; of the primary target, open the &#8216;Link Binary With Libraries&#8217; section and, by clicking on the &#8216;+&#8217; symbol, add &#8216;<strong>IOKit.framework</strong>&#8216;, &#8216;<strong>Security.framework</strong>&#8216; and &#8216;<strong>libcrypto.dylib</strong>&#8216;.</p>
<p>Note that Xcode 4 adds these frameworks/libraries at the top level of your project; you will probably want to drag them into the &#8216;External Framework and Libraries&#8217; folder with the other frameworks.</p>
<h3>6. Configure debugging symbols</h3>
<p>Despite submitting a <em>release</em> version to MAS, Apple requires debugging information to be included with a submission.  To accede to this requirement, you must <span style="color: #ff0000;">set &#8216;Generate Debug Symbols&#8217; to &#8220;Yes&#8221;</span> and also <span style="color: #ff0000;">set &#8216;Debug Information Format&#8217; to &#8220;DWARF with dSYM File&#8221;</span> (at least for the &#8216;Release&#8217; configuration) in the &#8216;Build Settings&#8217; of the target.</p>
<p>In our original project, we had all debug information disabled and/or stripped from the release builds, but one of our early issues was the lack of the dSYM file with debugging information for Apple.</p>
<h3>7. Set correct build architecture</h3>
<p>Finally, <span style="color: #ff0000;">set &#8216;Architectures&#8217; to an Intel (only) setting</span>; for our project, that is &#8220;32-bit Intel&#8221;.</p>
<p>Even if your code and original project supports both PPC and Intel via a &#8220;Universal&#8221; application, the presence of a PPC build in your submission will result in rejection.  (We found that out the hard/lengthy way.)  At least now there are settings for this; in Xcode 3, you had to use &#8220;i386&#8243;, which was not even listed as a choice.</p>
<h4>Conclusion</h4>
<p>At this point, you should have a new project with a <em>store</em> target and all of the build settings configured appropriately.  In the next installment, <a title="MAS Preparation, Part 2" href="http://blog.gamecraft.org/2012/01/mas-preparation-part-2/">Part 2: Property List (Info.plist) changes</a>, we will discuss the necessary adjustments and additions to the information property list for your project.</p>
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		<title>Preparing for Mac App Store Submission</title>
		<link>http://blog.gamecraft.org/2012/01/preparing-for-mac-app-store-submission/</link>
		<comments>http://blog.gamecraft.org/2012/01/preparing-for-mac-app-store-submission/#comments</comments>
		<pubDate>Mon, 23 Jan 2012 05:00:04 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[Technical]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2408</guid>
		<description><![CDATA[Making a Mac OS X game project suitable for MAS If you currently have a Mac product and have not already done so, you may be considering submission to the Mac App Store (MAS). In the upcoming series of posts, I will be detailing the process that we went through to get Pretty Good Solitaire [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Making a Mac OS X game project suitable for MAS</strong></p>
<p><a href="http://www.apple.com/mac/app-store/"><img class="alignright" title="Mac App Store" src="http://blogger.gamecraft.org/images/appstore_icon.png" alt="" width="256" height="256" /></a>If you currently have a Mac product and have not already done so, you may be considering submission to the <span style="color: #ff0000;">Mac App Store</span> (<a title="Mac App Store" href="http://www.apple.com/mac/app-store/" target="_blank">MAS</a>).</p>
<p>In the upcoming series of posts, I will be detailing the process that we went through to get <em><strong><a title="Pretty Good Solitaire Mac Edition" href="http://www.goodsol.com/mac/" target="_blank">Pretty Good Solitaire Mac Edition</a></strong></em>, and some of our other game products, successfully submitted to MAS.  There were a number of rejections along the way, as the <a title="App Store Review Guidelines" href="http://developer.apple.com/appstore/guidelines.html" target="_blank">App Store Review Guidelines</a> <em>[note: requires Mac developer agreement]</em>, while extensive, are <em>not</em> comprehensive (nor are they 100% consistent, as we had some products accepted and others rejected with identical behaviors).</p>
<p>Over multiple submissions, and fewer rejections, we developed a <span style="color: #ff0000;">submission checklist</span> which I will detail roughly (some items are specific to our games) in these upcoming posts:</p>
<ul>
<li><a title="MAS Preparation, Part 1" href="http://blog.gamecraft.org/2012/01/mas-preparation-part-1/">Part 1: Project modifications</a></li>
<li><a title="MAS Preparation, Part 2" href="http://blog.gamecraft.org/2012/01/mas-preparation-part-2/">Part 2: Property List (Info.plist) changes</a></li>
<li>Part 3: Data and Resource guidelines</li>
<li>Part 4: Source code modifications</li>
<li>Part 5: Mac App Store receipt validation</li>
<li>Part 6: App Sandboxing implementation</li>
</ul>
<p><em>[Editor: I will link to each section as it is published.]</em></p>
<p>We have had product in the Mac App Store since launch day, more than a year ago.  If you already have a game that runs on Mac OS X, it makes sense to make the several modifications to get it into MAS, another channel to find customers.  However, in our experience, it is <em>not</em> a viable substitute for direct downloadable sales.  The channel is not (yet) the primary &#8216;go to&#8217; location for Mac software, although the availability of Lion (Mac OS X 10.7) <em>only</em> on MAS should shift more customers.  Additionally, there is the same downward pressure on pricing (towards free) seen on the iOS App Store, sales are lackluster, and (of course) you are giving 30% directly to Apple.</p>
<p>I would certainly not recommend developing a project solely for the Mac App Store, nor eliminating a direct downloadable sales channel in favor of MAS, but with an existing project it may be worth the fairly limited extra effort it takes to be there, <em>too</em>.</p>
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		<title>2012: A Year of Connections</title>
		<link>http://blog.gamecraft.org/2012/01/2012-a-year-of-connections/</link>
		<comments>http://blog.gamecraft.org/2012/01/2012-a-year-of-connections/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 07:59:07 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[planning]]></category>
		<category><![CDATA[productivity]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2401</guid>
		<description><![CDATA[Planning for success in the new year. Now that the SOPA Blackout is over, we look toward the rest of this year with great anticipation.  Although Digital Gamecraft had a rather subdued performance last year, it looks like 2012 is certainly going to be our most successful year ever! We are (again) preparing to release [...]]]></description>
			<content:encoded><![CDATA[<h2>Planning for success in the new year.</h2>
<p><img class="alignright" title="Digital Gamecraft Logo" src="http://blogger.gamecraft.org/images/DGlogo.png" alt="We Rock!" width="300" height="300" />Now that the <a title="Stop SOPA (and PIPA)" href="http://blog.gamecraft.org/2012/01/stop-sopa-and-pipa/">SOPA Blackout</a> is over, we look toward the rest of this year with great anticipation.  Although <em><strong><span style="color: #ff0000;">Digital Gamecraft</span></strong></em> had a rather <a title="2011: Year in Review" href="http://blog.gamecraft.org/2012/01/2011-year-in-review/">subdued performance last year</a>, it looks like 2012 is certainly going to be our <span style="color: #ff0000;">most successful</span> year ever!</p>
<p>We are (again) preparing to release our first iOS title, <em><strong><span style="color: #ff0000;">Demolish! Pairs</span></strong></em>, with other projects (and platforms) in the works.  Additionally, <strong>SophSoft, Incorporated</strong>, our parent group, will be continuing our aggressive development program in conjunction with <strong><a title="Goodsol Develoment" href="http://www.goodsol.com/" target="_blank">Goodsol Development</a></strong>.</p>
<p>For this year, we are making a concerted effort to <span style="color: #ff0000;">connect with others more effectively</span>; this means colleagues, customers, friends, and the game industry at large.  We are continuing to expand our presence on social networks and are being not only more &#8220;vocal&#8221; (and, hopefully, prolific), but also more open and transparent.</p>
<p>We are now laying claim to being <strong><a title="30 Years in Business!" href="http://blog.gamecraft.org/2012/01/30-years-in-business/">The Most Venerable Independent Game Developer in the World</a></strong>, unless and until somebody proves otherwise!</p>
<p>Having recently watched this interesting <a title="TED" href="http://www.ted.com/" target="_blank">TED</a> video by <a title="Keep your goals to yourself" href="http://www.ted.com/talks/derek_sivers_keep_your_goals_to_yourself.html" target="_blank">Derek Sivers: Keep your goals to yourself</a>, I <em>am</em> going to keep the specifics of my personal and business goals to myself; however, it can certainly be inferred that the unfulfilled goals for 2011 would be among them.</p>
<p>That said, I did adopt and will share one <span style="color: #ff0000;">resolution for the new year</span>: &#8220;<em><span style="color: #008000;">Do Things Better&#8230;</span></em>&#8220;  (Thanks to <em><a title="Frank and Ernest" href="http://www.gocomics.com/frankandernest/2012/01/02" target="_blank">Frank and Ernest</a></em>.)</p>
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		<title>Stop SOPA (and PIPA)</title>
		<link>http://blog.gamecraft.org/2012/01/stop-sopa-and-pipa/</link>
		<comments>http://blog.gamecraft.org/2012/01/stop-sopa-and-pipa/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 07:41:01 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[internet]]></category>
		<category><![CDATA[politics]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2391</guid>
		<description><![CDATA[SophSoft, Incorporated opposes SOPA legislation. You may have noticed that today several sites have &#8220;gone black&#8221; to various degrees.  You need look no further than the main page of Google (on January 18, 2012) to see a good example. The reason for this is to draw attention to the dangers of the Stop Online Piracy [...]]]></description>
			<content:encoded><![CDATA[<h3><img class="aligncenter" title="Stop SOPA!" src="http://blogger.gamecraft.org/images/stopsopa.png" alt="Stop PIPA, too." width="600" height="120" />SophSoft, Incorporated opposes SOPA legislation.</h3>
<p>You may have noticed that today several sites have &#8220;gone black&#8221; to various degrees.  You need look no further than the main page of <a title="Google" href="http://www.google.com/">Google</a> (on January 18, 2012) to see a good example.</p>
<p>The reason for this is to draw attention to the <span style="color: #ff0000;"><em>dangers</em> of the</span> <strong><span style="color: #ff0000;">Stop Online Piracy Act</span></strong> (<strong>SOPA</strong>), which is proposed in the U.S. House of Representatives, and its counterpart in the U.S. Senate, the <strong><span style="color: #ff0000;">Protect IP Act</span></strong> (<strong>PIPA</strong>).</p>
<p>We at <strong>SophSoft, Incorporated</strong> <span style="color: #ff0000;">oppose these acts</span> because, despite the <em>ostensible</em> goal, namely to stop computer piracy (a laudable aim, which we <em>fully</em> support), if SOPA and/or PIPA were to become law, they would fundamentally change the free nature of the internet, while doing little of substance to prevent actual piracy.</p>
<p>The rise of the internet has been the <span style="color: #ff0000;">most important cultural shift</span> in the past two decades, bar none, and it has been a <span style="color: #ff0000;">catalyst for change</span> throughout the world.  These bills could reverse that progress by allowing sites to be blocked in the United States <em>without due process</em>, and it shifts the burden of policing users to legitimate sites, requiring defacto censorship.  It also provides a blunt tool for unethical practices against online competitors or, in the best case scenario, merely (in essence) assigns much of the control of the internet (in the US) to large media corporations.</p>
<p>One of the most troubling aspects of these acts is that they show a profound lack of understanding of the actual issues, and <span style="color: #ff0000;">without due process of law</span>, there would be no opportunity for one to make a case, nor even to correct a misunderstanding.  The &#8220;<span style="color: #ff0000;">fair use doctrine</span>&#8221; is <em><strong>not</strong></em> a bright line rule that is always clear, and these acts could force a company out of business simply because of a complaint about the fair use of an item, or due to an errant blog comment with a bad link (or a good link that was compromised later), nevermind the threat of simple malicious complaints.</p>
<p>Here is a very realistic scenario:  Your sister-in-law gets a tattoo of Winnie the Pooh (Disney artwork) on her butt and thinks it would be fun to post a picture of the tattoo on Facebook; legalities of the tattoo notwithstanding, the litigious owners of Disney find a link to said picture, file a complaint, and Facebook itself could be shut down.</p>
<p>Another example, just for good measure:  A small company like ours produces a game and includes background music contracted legitimately from an artist who is fully paid for his work; EMI decides that one measure sounds a little too similar to something from one of their artists, files a complaint, and our website is blocked.</p>
<p>Clearly, <span style="color: #ff0000;">SOPA and PIPA are very dangerous approaches</span> to resolving a significant problem for those of us in the software industry (though, in truth, the acts are still all about protecting <em>large</em> media conglomerates).  If Congress <em>really</em> wants to help the problem, it could provide an expedited legal process for suing those who deliberately infringe copyrights, perhaps with a schedule of default judgment amounts, so small companies could afford to go after the <em>real</em> pirates.  I have no problem with a court shuttering a proven pirate website, but the government <em>already</em> has that power.</p>
<p>For different takes on this issue, please see the <a title="SOPA and PIPA" href="http://en.wikipedia.org/wiki/Wikipedia:SOPA_initiative/Learn_more">Wikipedia</a> and <a title="End Piracy, Not Liberty" href="https://www.google.com/landing/takeaction/">Google</a> (&#8220;<span style="color: #ff0000;">End Piracy, Not Liberty</span>&#8220;) responses.</p>
<p>Finally, let me simply say that any U.S. bills that would use the <span style="color: #ff0000;">same methods as those used by the governments of China, Iran, and Syria to suppress political dissent</span>, and are rabidly supported by <strong>Rupert Murdoch</strong>, whose News Corp saw nothing wrong with tapping phones and illegally listening in to private phone conversations (until they were caught), are definitely to be avoided.</p>
<p>&nbsp;</p>
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		<title>30 Years in Business!</title>
		<link>http://blog.gamecraft.org/2012/01/30-years-in-business/</link>
		<comments>http://blog.gamecraft.org/2012/01/30-years-in-business/#comments</comments>
		<pubDate>Fri, 13 Jan 2012 05:00:40 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[history]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2377</guid>
		<description><![CDATA[Today we start our fourth decade in the computer game business. Thirty years ago today, January 13, 1982, I walked into the Ingham County Clerk&#8217;s office in downtown Lansing, Michigan, and filed a &#8220;Certificate of Persons Conducting Business Under Assumed Name&#8221; (a.k.a, DBA, &#8216;Doing Business As&#8217;) for Sophisticated Software Systems. You can read more about [...]]]></description>
			<content:encoded><![CDATA[<h2>Today we start our <em>fourth decade</em> in the computer game business.</h2>
<p>Thirty years ago today, <span style="color: #ff0000;">January 13, 1982</span>, I walked into the Ingham County Clerk&#8217;s office in downtown Lansing, Michigan, and filed a &#8220;Certificate of Persons Conducting Business Under Assumed Name&#8221; (a.k.a, DBA, &#8216;Doing Business As&#8217;) for <strong><span style="color: #ff0000;">Sophisticated Software Systems</span></strong>.<br />
<img class="alignright" title="DBA Sophisticated Software Systems" src="http://blogger.gamecraft.org/pictures/certificate.gif" alt="" width="300" height="197" /></p>
<p>You can read more about how this originally came about in <a title="A little bit of History, Part I" href="http://blog.gamecraft.org/2008/08/little-bit-of-history-part-i/">A little bit of History, Part I</a>, but for just a $10 filing fee and a notarized document, I started my first company.</p>
<p>After some false starts, <strong>Sophisticated Software Systems</strong> self-published its first successful game in 1990.  The company went full-time in late 1994, and incorporated in 1996 as <strong><span style="color: #ff0000;">SophSoft, Incorporated</span></strong>.</p>
<p>In 1998, <strong>SophSoft, Incorporated</strong> spawned a division specifically for developing in-house game projects, <strong><span style="color: #ff0000;">Digital Gamecraft</span></strong> (as well as another division for non-game products in 2003).</p>
<p>However, it <em>all</em> started <em>officially</em> <span style="color: #ff0000;">30 years ago</span> today!</p>
<p>Below are a few of our logo images from over the years, demonstrating the changes over time:</p>
<p style="text-align: center;"><img class="alignnone" title="Sophisticated Software Systems (1982)" src="http://blogger.gamecraft.org/images/ssslogo0.png" alt="" width="160" height="120" /></p>
<p style="text-align: center;"><img class="alignnone" title="Sophisticated Software Systems (1995)" src="http://blogger.gamecraft.org/images/ssslogo1.png" alt="" width="320" height="240" /></p>
<p style="text-align: center;"><img class="alignnone" title="SophSoft, Incorporated (1996)" src="http://blogger.gamecraft.org/images/ssilogo.png" alt="" width="401" height="89" /></p>
<p style="text-align: center;"><img class="alignnone" title="Digital Gamecraft (1998)" src="http://blogger.gamecraft.org/images/dglogo0.png" alt="" width="320" height="240" /></p>
<p style="text-align: center;"><img class="alignnone aligncenter" title="Digital Gamecraft (2011)" src="http://blogger.gamecraft.org/images/DGlogo2.png" alt="" width="300" height="150" /></p>
<h3 style="text-align: left;"><span style="color: #008000;"><em>Here&#8217;s to the next 30 years!</em></span></h3>
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		<title>Pretty Good Solitaire Mac Edition 2.3</title>
		<link>http://blog.gamecraft.org/2012/01/pretty-good-solitaire-mac-edition-2-3/</link>
		<comments>http://blog.gamecraft.org/2012/01/pretty-good-solitaire-mac-edition-2-3/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 04:37:15 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[Products]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[Solitaire]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2372</guid>
		<description><![CDATA[Now with 350 games! Yesterday, Goodsol Development published Pretty Good Solitaire Mac Edition 2.30, the latest version of the premier computer Solitaire program for Apple Mac OS X. Pretty Good Solitaire Mac Edition 2.30 adds 50 new solitaire games, bringing the total to 350 games in the trial version, and 400 games in the full [...]]]></description>
			<content:encoded><![CDATA[<h2>Now with 350 games!</h2>
<p>Yesterday, <strong><a title="Goodsol Develoment" href="http://www.goodsol.com/">Goodsol Development</a></strong> published <em><strong><span style="color: #ff0000;">Pretty Good Solitaire Mac Edition 2.30</span></strong></em>, the latest version of the premier computer Solitaire program for Apple Mac OS X.</p>
<p><a href="http://www.goodsol.com/mac/"><img class="alignnone" title="Pretty Good Solitaire Mac Edition" src="http://blogger.gamecraft.org/images/pgsme_splash.jpg" alt="" width="500" height="375" /></a></p>
<p><em><strong><a title="Pretty Good Solitaire Mac Edition" href="http://www.goodsol.com/mac/">Pretty Good Solitaire Mac Edition 2.30</a></strong></em> adds <span style="color: #ff0000;">50 new solitaire games</span>, bringing the total to 350 games in the trial version, and 400 games in the full version (with <em>50 bonus games</em>).  This game also introduces the <span style="color: #ff0000;">Tour Explorer</span>, which allows players to play game tours for a total score in pursuit of the <em><span style="color: #ff0000;">perfect tour</span></em>.  <a title="Pretty Good Solitaire Mac Edition features" href="http://www.goodsol.com/mac/features.html">Click here for a list of other features in PGSME.</a>  You can <a title="Pretty Good Solitaire Mac Edition trial version" href="http://www.goodsol.com/mac/downloadmac.html">download a trial version</a> of the product and <a title="Buy now!" href="http://www.goodsol.com/orderonline.html">buy it for only $24.95</a>!  This version is a free upgrade for all previous PGSME customers, and new customers will get free upgrades through the end of 2012, which will include even more releases and new games.</p>
<p>As mentioned in my <a title="2011: Year in Review" href="http://blog.gamecraft.org/2012/01/2011-year-in-review/">2011: Year in Review</a> article, this product is the culmination of a <span style="color: #ff0000;">fairly long development and beta test cycle</span>.  Surprisingly, the game tours feature (like the game groups before it) was the biggest <em>single</em> issue in getting the product released sooner.  Not only does the feature consist of four separate dialog boxes, plus two more back-end data classes, but the only specification was a somewhat flawed implementation, so I needed to rethink and redesign the entire feature, and then tweak the behavior until we had something that worked well.  Complicating matters was the fact the beta testers were not inclined to play game tours, and none are quality assurance professionals (nor aspiring to be), so in essence, only we developers (mostly <em>me</em>) were doing any real testing of this feature.</p>
<p>Of course, the <span style="color: #ff0000;">sheer mass of 50 new games</span>, when combined, contributed much more to the overall development and testing time, though none (even the real &#8220;oddballs&#8221;) took a huge amount of time alone.  Fortunately, our beta testers were more meticulous about play testing individual games, so the few significant bugs I let slip through to the beta versions were (<em>hopefully</em>) identified and crushed.  I challenge anybody to find a bug in PGSME now.</p>
<p>After a short breather, I will be back on development of PGSME 2.4 (a.k.a., GS400), which will contain (<em>surprise!</em>) another 50 games for a total of 400 (plus at least 50 bonus games).  <em><span style="color: #ff0000;">Bring it on!</span></em></p>
<p>&nbsp;</p>
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		<title>2011: Year in Review</title>
		<link>http://blog.gamecraft.org/2012/01/2011-year-in-review/</link>
		<comments>http://blog.gamecraft.org/2012/01/2011-year-in-review/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 00:14:03 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[personal]]></category>
		<category><![CDATA[planning]]></category>
		<category><![CDATA[productivity]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2364</guid>
		<description><![CDATA[Overall Performance Grade: C+ As we officially begin 2012 after taking our annual two week &#8220;break&#8221; (during which I actually worked every day), it is a good time to do a quick review of the past year at Digital Gamecraft and SophSoft, Incorporated. What went Right We started the year with enthusiasm and energy.  A [...]]]></description>
			<content:encoded><![CDATA[<h3>Overall Performance Grade: <span style="color: #ff0000;">C+</span></h3>
<p>As we <em>officially</em> begin 2012 after taking our annual two week &#8220;break&#8221; (during which I actually worked every day), it is a good time to do a quick review of the past year at <em><strong><span style="color: #ff0000;">Digital Gamecraft</span></strong></em> and <em><strong>SophSoft, Incorporated</strong></em>.</p>
<h4>What went <span style="color: #008000;">Right</span></h4>
<p>We started the year with enthusiasm and energy.  A new product, <em><strong><span style="color: #ff0000;">Demolish! Pairs</span></strong></em>, was designed from the ground up for iOS, the artwork went from specification to final in short time, and a playable alpha version of the product was programmed within a few months.  Internal procedural changes brought better efficiency and productivity (and require few changes going forward), and our marketing and social media efforts got off the ground late in the year.</p>
<p>Additionally, our collaboration with <strong><a title="Goodsol Development" href="http://www.goodsol.com/">Goodsol Development</a></strong> passed the <a title="10 Years of the GDcard Library" href="http://blog.gamecraft.org/2011/09/10-years-of-the-gdcard-library/">10-year mark</a> in September (and continues on).  We shipped 10 different SKUs of Goodsol projects for publication, as well as 5 more that remained unpublished for various reasons.  We ended the year strongly with another 2 products essentially finished, one of which will be published this week (while the other will remain a <em>private</em> bonus for beta testers).</p>
<h4>What went <span style="color: #0000ff;">Wrong</span></h4>
<p>Despite the quick development of <em><strong>Demolish! Pairs</strong></em> to a playable alpha version, it did not ship during 2011, which was one of my <a title="2011: The Year of “Shall”" href="http://blog.gamecraft.org/2011/01/2011-the-year-of-shall/">primary goals for the year</a>.  In fact, I/we did not manage to reach any of the three challenging goals I set (business, individual, or family).  As noted at the beginning of the year: &#8220;<em>no excuses allowed</em>.&#8221;  I failed to meet those goals.</p>
<p>Although the Goodsol projects were flowing early in the year, during the second part of the year, I (personally) got bogged down in the development and testing of two lesser features for <em><strong>Pretty Good Solitaire Mac Edition</strong></em>, along with the 50 new games added, and the beta test became much longer (and more tedious) than anticipated.  That was not ideal.</p>
<h4>What went <span style="color: #ff0000;">Horribly Wrong</span></h4>
<p>Of course, the worst and most significant occurrence of the year was the <a title="RIP: Rick Tumanis (1956-2011)" href="http://blog.gamecraft.org/2011/08/rip-rick-tumanis-1956-2011/">loss of my close friend, business partner, and artist</a>, <strong><span style="color: #ff0000;">Rick Tumanis</span></strong>.  That, alone, colored the whole rest of the year a little darker.  (<em><a title="Lansing City Pulse" href="http://www.lansingcitypulse.com/">City Pulse</a></em> recently included Rick in their <a title="Like wind I go" href="http://www.lansingcitypulse.com/lansing/article-6792-lslike-wind-i-gors.html">remembrance of 10 people who died in 2011</a>.)</p>
<h4>Final Evaluation</h4>
<p>In the end, I awarded a grade of <strong><span style="color: #ff0000;">C+</span></strong> for overall performance in 2011.  Looking back, although specific goals were not met and perhaps productivity <em>could</em> have been higher, the fact remains that we are still here and viable, several products were published, new games were implemented, and progress was made towards our long term corporate goals.  Even in light of a major setback, we still left the year in better shape than we entered it, hence a slightly above average grade.</p>
<p>How did <em>your</em> 2011 wind up?</p>
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		<title>Happy New Year 2012!</title>
		<link>http://blog.gamecraft.org/2012/01/happy-new-year-2012/</link>
		<comments>http://blog.gamecraft.org/2012/01/happy-new-year-2012/#comments</comments>
		<pubDate>Sun, 01 Jan 2012 05:00:58 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[holiday]]></category>
		<category><![CDATA[personal]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2359</guid>
		<description><![CDATA[Best wishes from all of us here at Digital Gamecraft. &#160; The upcoming year corresponds to the Chinese Year of the Dragon, which should make it ideal for productivity, growth, and success.  Less mystically, 2012 is going to be our year of connection, as we continue to build our online presence and social network, both [...]]]></description>
			<content:encoded><![CDATA[<h4>Best wishes from all of us here at Digital Gamecraft.</h4>
<p><img class="alignnone" title="Digital Gamecraft" src="http://blogger.gamecraft.org/images/DGlogo2.png" alt="" width="300" height="150" /></p>
<p>&nbsp;</p>
<p>The upcoming year corresponds to the Chinese <span style="color: #008000;">Year of the Dragon</span>, which should make it ideal for productivity, growth, and success.  Less mystically, 2012 is going to be our <span style="color: #ff0000;">year of connection</span>, as we continue to build our online presence and social network, both professionally and personally.</p>
<p>At the turn of the year, it is traditional to look forward into the future, and we will doing this in the coming days, as well as honestly assessing our performance over the past 12 months.  Expect some more significant activity on this blog in the coming days.  In the meantime&#8230;</p>
<h2><span style="color: #0000ff;"><em>Happy New Year!</em></span></h2>
<p>&nbsp;</p>
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		<title>Merry Christmas 2011</title>
		<link>http://blog.gamecraft.org/2011/12/merry-christmas-2011/</link>
		<comments>http://blog.gamecraft.org/2011/12/merry-christmas-2011/#comments</comments>
		<pubDate>Sun, 25 Dec 2011 10:38:52 +0000</pubDate>
		<dc:creator>Gregg Seelhoff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[holiday]]></category>
		<category><![CDATA[personal]]></category>

		<guid isPermaLink="false">http://blog.gamecraft.org/?p=2351</guid>
		<description><![CDATA[Happy Holidays to All! Digital Gamecraft wishes everybody a Merry Christmas (where applicable) and a Happy New Year! We look forward to seeing more of you in 2012.]]></description>
			<content:encoded><![CDATA[<h3>Happy Holidays to All!</h3>
<h4><em><strong><span style="color: #ff0000;">Digital Gamecraft</span></strong></em> wishes everybody a <em><span style="color: #008000;">Merry Christmas</span></em> (where applicable) and a <em><span style="color: #0000ff;">Happy New Year</span></em>!</h4>
<p>We look forward to seeing more of you in 2012.</p>
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