Fifteen Years with Goodsol

We have been working with Goodsol Development for 15 years now!

Goodsol DevelopmentOn this date back in 2001, SophSoft, Incorporated made our first software delivery to Goodsol Development.  Since that time, we have never stopped working together, producing the best solitaire software ever created.

I posted about this collaboration 5 years ago in my post, 10 Years of the GDcard Library.  We have continued our progress since then, adding an entire line of iOS products and 400 more games to Pretty Good Solitaire Mac Edition, along with much more.

For fun, I thought that I would take a look at some of the numbers:

To save everybody a little bit of math, this means that, on average, we have delivered a new product version once every 10 days, and we have added a new game of Solitaire every two days, for the entire 15 years.  Amazingly, the number of delivered versions for Pretty Good MahJongg and for Pretty Good Solitaire Mac Edition are currently exactly the same: 88 of each.  [Spoiler: PGMJ will take the lead with a macOS Sierra bug fix.]

In lieu of anniversary gifts 🙂 , just tell your friends about our excellent products!

2015: 10% Done

No news can also be bad news.

It has been a couple of months since my last blog post, and in that time, there has not been a lot of encouraging news about the game industry, business, or life in general.  We have often heard, “If you don’t have anything nice to say, don’t say anything.”  More specifically, I do not want to spend a lot of time and effort whining (or whinging, if you prefer) and filling this Gamecraft blog with negativity.  However, that can result in a very quiet site sometimes.  That said, it is past time to provide an update, despite its somewhat unfavorable tone.  (Besides, with 475,830 spam comments rejected and very few actual comments, and fewer informed opinions, evidence is that few will read this anyway.)

The positive is that we are still alive and kicking and, with Goodsol Development, we continue to publish and improve the best solitaire games on the planet.  Nevertheless, what has been appreciated in the past as fantastic fun, quality workmanship, and excellent support is now just expected from us as par for the course, and rarely recognized nor appreciated.  If “the squeaky wheel gets the grease“, then perhaps by eliminating any squeaking wheels from our products, nobody cares anymore. 🙁

Winter of disappointment

The overwhelming feeling over the past several months has been one of disappointment.  Nothing catastrophic has happened, but the total weight of one minor setback after another, and one dissatisfying interaction after another, without many positives to offset them, is definitely sapping my remaining optimism.  At first I was interpreting most of this solely in terms of the game industry, or even just our little part of it, but it is now clear that the same type of problems run throughout our society and culture.  This realization does not inspire a hopeful mood in me.

Still, the Richard III interpretation of this section title provides something on which to hang my hopes.  After all, there has to be a thawing in the spring (whenever that comes), and if my general expectations have fallen low enough, it makes it much easier for me to be pleasantly surprised.  There have to be more people out there who do not automatically approach every interaction with the thought, “what’s in it for me?”

In other words, there is nowhere for my attitude to go but up.  Actually, I have fallen to a very succinct phrase that describes it perfectly, but since the command verb is an expletive, I will go ahead and leave that to your imagination.

Practical adjustments

Given the current situation, we are making a slight switch away from “business planning” and toward “take things as they come“, especially since something significant is likely to change our course in the short term anyway (or else there may not be much of a long term at all).  Independent game development has become (practically) unsustainable.

As part of this shift, I am reorganizing my general schedule, compressing the business functions (which have been generally unsatisfying) into just a few days each week, leaving the majority of my time for pure (hopefully, uninterrupted) development work, which is what I truly enjoy.  After any client needs are met, I will be focused on designing and building the kind of games I want to make.

The next game industry crash is already underway, but I will not go down without a fight!

Anybody who wants to prove me wrong can do so, easily, by hiring me for game development.  You can find my résumé linked from my online portfolio.

Developer for Hire

You have a game idea.  Let us create it for you.

SophSoft is available for game development now!This week marks 20 years (!) since we first took our company full-time.  In that time, we have developed more than 25 products for a variety of clients.  We have published games for Windows, Mac OS X, and iOS, and we have extensive experience.

Now, we are available immediately for new development contracts.  We have a significant opening in our schedule, which we need to fill soon.  This is your chance to have a world-class game developer working (or consulting) on your project.  If you want to explore this opportunity, please contact me directly at seelhoff@sophsoft.com.

For more information on SophSoft, Incorporated, please visit the web site, and you can also download our brochure [PDF, 2 pages] to find out how we can help you.

All clients get to deal directly with me, and if you are interested in my 25+ years in the game industry, please feel free to look at my résumé [PDF, 4 pages].

Act quickly!  Do not miss this opportunity.  It may not last long!

SophSoft.com Relaunch

Our game development consulting site is back online.

SophSoft game development and consulting servicesEarlier this week, we relaunched our SophSoft web site, which lists some of our quality game development services and professional game contracting experience.

The site is sophsoft.com.

Historically, this site has been the main web site for SophSoft, Incorporated, our parent company.  We have had and used the domain name since November 14, 1995, and the official corporate name was, in fact, taken from the domain name.

The site has been down for a while, though.  Honestly, we found ourselves in a bit of a weird and unfortunate situation.  When our business partner and artist, Rick Tumanis, died back in 2011, it was a huge loss.  Not only did we need to regroup from the sadness, but we also no longer had our Art Director to draw upon.  This meant both that the services we offered would need to change and that the person in charge of web design and appearance was, shall we say, unavailable.

After more than two and half years, with the site having been pulled when we replaced a web server quite a while ago, I finally made the move and built the new (albeit small) site and published it for those who have been looking for our game development services.  I kept a few items from Rick on there, but realigned the focus.  At some point, I will add pages specific to our various contracting projects, but for now, the site is back.

If you need game development assistance, either with technical programming challenges or with higher level management and design, or want to have an entire game created by a professional team with decades of experience, be sure to check out SophSoft.

“Nothing Short of a Masterpiece.”

Not-so-Free Agent

There’s a hole in my schedule, Dear Liza, Dear Liza.

For the first time in years, my game development time is entirely my own.  Today was the first day of business since late 2001 on which I did not have a time obligation to a consulting client.  Feels weird. 😉

Having made arrangements with our largest client to take a short hiatus (while we weather the vicissitudes of App Store reviewers), we did have an interesting quasi-game project penciled into the schedule.  Unfortunately, as happens all too often in this industry, as we were warming up the fountain pen, the prospective client proved to be yet another “tire kicker” not actually serious about having the project produced professionally.

So, this means that…

You, yes you, can retain a professional game developer with more than 30 years of industry experience to design, program, or consult on your project.

Currently, I am actively working on Windows, Mac OS X, and iOS projects, with C++ and Objective-C code, though my abilities range far beyond those.  I have particular knowledge of quality control, artificial intelligence, and traditional games.  For more information [serious inquiries only]: seelhoff@sophsoft.com

Of course, I am actually reveling in having the extra development time for Digital Gamecraft projects, starting with Demolish! Pairs, for which there will be a number of announcements in the coming days and weeks.

The only thing (and the real point of this post) is…  I need to get used to having all of my time for these projects.  At the moment, I still habitually kick into time management mode, making sure that I stay on top of everything that needs to be done for each client.  For now, I suppose, I am my only client.  That works. 🙂