AWESOME Solitaire AR

Digital Gamecraft™ is delighted to announce its latest development project, AWESOME Solitaire AR Edition™, shipping in July.

You have known us as the development force behind the award-winning, best-selling, and most numerous Solitaire games, Pretty Good Solitaire, Goodsol Solitaire 101, Most Popular Solitaire, FreeCell Plus, and A Little Solitaire for iPad (to name a few).

Today, we announce the upcoming availability of AWESOME Solitaire AR Edition™, the world’s first augmented reality Solitaire product shipped with its own AR hardware.

Imagine being able to take all your favorite solitaire games with you wherever you go.  Play FreeCell on the wall of a building.  Find your Spider moves spread out over a city block.  Meet people on the street and explain to them that, “The game is called ‘Klondike‘ and, yes, there are many different types of solitaire.”  See the cards right out in front of you, almost as if they could be real, physical objects.

Best of all, AWESOME Solitaire AR Edition will come with premium augmented reality hardware from our friends at DAQRI, which hardware you can also use for, you know, other stuff (when not playing solitaire, of course).

Unique Features

  • includes hundreds of types of solitaire, complete with rules on how to play
  • ability to select virtually any size playing cards and tableaux up to 1 mile wide
  • play multiplayer mode and fight strangers for the cards you need to win
  • choose between two hardware configurations based on quality of neighborhood
  • ships with special “decks” of 52 cards each for low power desktop operation

Prices

Professional system, includes AWESOME Solitaire AR Edition software, DAQRI Smart Glasses, and two decks of standard playing cards – $7495

Even more professional system, includes AWESOME Solitaire AR Edition, DAQRI Smart Helmet, and 4 decks of Poker size playing cards – $call for price

Solitaire gang discount on fleet purchases – call for details

Preorder now!  Due to anticipated overwhelming demand, orders will be shipped on a first-come, first-served basis, so reserve your place in line today.

 

SophSoft Relaunch

SophSoft, Incorporated jumps back into the fray.

SophSoft, Incorporated - custom game developmentAfter a respectful (and necessary) period of readjustment, while SophSoft, Incorporated and Digital Gamecraft™ added a second office on the west coast, we are making our public reappearance.

It has, admittedly, been a while since I have made any concerted effort to market our development services or published games, or to comment on industry events.  Instead, I have retrenched to focus on our core concerns: key clients, business organization, and (of course) financial stability.  Having made significant progress on all fronts, it was time for us to again perform those functions that go beyond simple maintenance to actually growing the company.  To that end, I am not only committing time to this effort but getting more assistance in areas that I can efficiently delegate.

Here is a quick roundup of the news (past and upcoming):

SophSoft, Incorporated

Over the past year, we have continued our previous development work, most notably for Goodsol Development, with whom we have been working for 15 years (later this month); there have been several releases in that time, and many more are still scheduled to be shipped (for Windows, Mac OS X, and iOS) during the rest of 2016.

We have added to our collection of mobile devices (iOS, Android, and Windows) for development and testing, as we have continued to improve our knowledge and experience on all three platforms.  (I can neither confirm nor deny reports that Apple Watch, Android Wear, Apple TV, and Android TV are included in our forthcoming lineup.)

As a departure from games, development is underway on a new line of productivity tools that aim not only to enhance our bottom line, but also (actually, primarily) to significantly increase our internal efficiency and organization.

Digital Gamecraft

We have continued to support (albeit not promote) Demolish! Pairs for iOS, while we have been making progress on an Android edition.  This progress on a new platform for Demolish! Pairs has gone from fitful to steady, and it is now increasing in velocity.  We have some new marketing prepared, including an online playable version (in HTML5).  Expect new features and new platform announcements fairly soon.

In addition to that title, our next game is already under development.  This one will be the first of our “Gamecraft Classics™” series of classic board and card games, and it represents an early step along our roadmap of upcoming titles in five major genres, as well as a few experimental (‘one off’) titles.  All of these games feed into our SophPlay™ System for robust game development, strengthening its foundation.

Finally, plans are in place for renewing and enhancing our presence on social media, expanding from Facebook, Twitter, and Google+ into more places for community.  Follow us via these links now and experience the resurgence as it happens.

Still More…

As noted, we now have offices in both East Lansing, MI and Los Angeles, CA, and it has been a chore getting our infrastructure working (together) in both places.  Now that we have stability, we are enhancing our capabilities with new, faster servers.  Although the switch-over and retirement of older hardware is still in progress, users should experience more responsiveness and better reliability (if not now, then within a couple of weeks).

As ‘no battle plan ever survives contact with the enemy‘ (in this case, the challenges of limited resources and product discoverability, primarily), there is no doubt that our goals are ambitious and our priorities will change.  However, as an entrepreneur, I find that merely maintaining the status quo is more stressful than risking failure.

TableTop Day 2013

Digital Gamecraft supports TableTop Day.

TableTop DayThis Saturday, March 30, 2013, is International TableTop Day, a day devoted to playing games.  It was created by Geek & Sundry as an extension of their TableTop web series, in which Wil Wheaton (*) introduces viewers to various board games and, of course, the fun to be had by playing.

On March 30th, 2013, we ask you to go to your friendly local game store, neighborhood coffee shop, school auditorium, community center, or host a game day at your home and play more games.

This is a cause that Digital Gamecraft supports 100%.  This date corresponds to our (semi-)regular Saturday game night here at the office/home, so we will be hosting an International TableTop Day party, just a little larger than our usual gathering.  If you are in the East Lansing [Michigan USA] area and would be interesting in attending, email me (seelhoff@sophsoft.com) for an invitation.

TableTop Day 2013

Small sampling of TableTop and traditional games available.

We will have several of the games featured on TableTop in the past, including Ticket to Ride [Europe], Settlers of Catan, Munchkin, Fluxx (we hope!), Dixit, and (new arrival) Zombie Dice, as well as honorary member, Cards Against Humanity, which we discovered through a Wil Wheaton tweet, plus other favorites such as Bohnanza, Apples to Apples, and many more.

(*) When I met Wil Wheaton (once), back when we were both a bit younger, we talked for quite a while about video games (in particular, ST:TNG, “A Final Unity, on which I was Senior Software Engineer) and I never realized his love for table games, nor he mine, obviously.  [Look for a separate blog entry in the future.]

Wherever you are, please take the time this Saturday to play games, in person.

International TableTop Day 2013

Solitaire for iPad… almost.

After months (years) in development, it is nearly here.

Mystery Icon for iPadToday, Goodsol Development (almost) announced our upcoming iPad games in their newsletter (issue #176).

In the “iPad Versions Coming” section, Thomas Warfield indicates that there are now development updates at http://www.goodsol.com/ipad.  The first two planned releases are still called “App 1” and “App 2” (not their actual names 🙂 ); for a little bit of intrigue and fun, I have included the iPad icon for the former above.  Feel free to submit your guesses for the actual name.

“And, by the way, I think the iPad games are going to be very good.
We’ve spent a long time trying to make them up to the standards of our
Windows and Mac games.”

As another Gamecraft exclusive, I can tell you that the app attached to the above icon has now entered “release candidate” status, as we prepare to run the gauntlet of Apple App Store submission.  Stay tuned…

Are you kidding me?

Where Gamecraft has been recently.

As regular readers will have noticed, this blog has spent a little time offline, and even more time without new content, although even occasional browsers will see that it now has an exciting new look.

In the past two months, we have had crashes of our most important Mac OS X, Linux, and Windows systems (in that order).  These were significant setbacks in and of themselves, but when a microISV is producing at full speed, and roadblocks are encountered, something has to give.  In this case, this Gamecraft blog was one of the casualties.

The initial Mac OS X issue was a terminal hardware failure of the primary development system, but it was compounded into a major problem by Apple’s ill-advised deprecation policy, since no new replacement hardware would run the version of Xcode and build tools we use to support all of our Mac customers.  (Say what you want about Microsoft, but they treat developers way better than Apple.)  We finally resolved the development issues by obtaining and installing old server versions of OS X in Parallels, but we are still screwed out of being able to properly test under Lion, Snow Leopard, or Leopard without buying old used equipment.  [insert appropriate expletives here]

The Linux (Ubuntu) issue was a bootstrap failure on our web server caused by a power outage during a major upgrade (and assisted by the new procedure of displaying update text and requiring user input to continue, without which the window of “opportunity” would have been much smaller).  Once it became clear that there was not going to be any reasonable way to recover/continue, it was not too bad rebuilding the system, and a little bit (including the entire database for this site) survived intact without requiring restoration.  Unfortunately, the server configuration (i.e., the hard part) was not fully recoverable, so that took some time to get working (and is still not completely to my liking).

The Windows issue stemmed from a (poorly timed) decision to upgrade my primarily development system to Windows 7 prior to public release of Windows 8 (a.k.a., Windows Ugh).  I almost always do clean installations, rather than upgrades, for my Windows systems, but the above issues suggested to me that I should do a 32-bit upgrade to minimize the disruption.  What I did not know is that in the interest of “security”, Win7 no longer supports the domain controller we have been using internally for many years, so the upgrade could not sign in, so it could/would not access the user information for my account, so the Start menu, registry, and other user-specific settings were all gone.  Result: All of the program files were installed, but the products ranged from working if manually launched to completely unusable.

After all of this, as a side note, everybody in the office experienced a tenacious respiratory illness that interfered with productivity as well.  (I would draw a parallel, except that only in the physical world was a virus involved.)

So, at present, all of our systems are back in working order.  We used the opportunity to improve our Mac OS X development process, including the introduction of code signing to support Gatekeeper, and the builds are running on a faster machine (which almost counterbalances the slower virtualized system).  Likewise, we ended up maxing out the Windows system memory and installing Windows 7 (64-bit) from scratch, giving better performance all around (except for the few old 16-bit tools I still used, which no longer run).  For the web, we decided to build a better blog (first) and then devote appropriate attention to our other sites, which, frankly, had been mostly neglected.

In the meantime, of course, we have remained steadily engaged in development, producing several new game versions and upgrades, as well as progress on a few new products, so expect a number of announcements (many after the fact) soon.

In the future, we will be utilizing the new and newly rebuilt development systems to full capacity, producing new and updated products for a multitude of different platforms, including (primarily) iOS, Windows, and Mac OS X.  Our new web sites will (also) be announced here as they are published, and we have plans to begin publishing game reviews for both Indie and AAA titles.

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