2013: Year in Review

Overall Performance Grade: B

Digital Gamecraft / SophSoft, IncorporatedAs the number of hours left in 2013 dwindles down to minutes, it is a good time to look back on the past year and do an honest performance review for the work we have done at Digital Gamecraft and SophSoft, Incorporated.

Major Events

#10: Lack of Ideas?  Really?

We created a roadmap of our upcoming development projects, which list “contains 30 games, in 6 different genres, spanning approximately one dozen platforms, plus a productivity application and an information web site.”  Toward the end of the year, we also did a reevaluation of our company purpose, vision, and mission, confirming our goals and how each of the above products help fulfill them.

#9: iOS Development

We finally released our first iOS titles this year, and once we started on the new platform, we shiped 12 SKUs for iOS (7 titles and 5 updates).

#8: Goodsol Solitaire 101 Touch Edition 1.0 / GSCITE 1.10

We released the initial iOS version of this collection of 101 favorite Solitaire games (plus 34 bonus games) on June 3, and we released a significant update on September 27.

#7: Most Popular Solitaire Touch Edition 1.0 / MPSTE 1.10

We released the initial iOS version of this collection of 30 most popular Solitaire games (plus 13 bonus games) on April 25, with a significant update on August 14.

#6: FreeCell Plus Touch Edition 1.0 / FCPTE 1.10

We released the initial iOS version of this collection of 8 FreeCell type Solitaire games (with 4 bonus games) on April 2, and a significant update on July 31.

#5: Pretty Good Solitaire Mac Edition 2.50

We released this update to the premier Solitaire program for Mac OS X, bringing the total to 500 games, after two previous updates, PGSME 2.42 (420 games) and PGSME 2.44 (440 games), earlier in the year; we also launched a major upgrade project to make the next version of PGSME, due fairly soon, even better.

#4: Pretty Good Solitaire Touch Edition 1.0 / PGSTE 1.10

We released the initial iOS version of our flagship Solitaire product with 500 games, the biggest Solitaire package available for iPad, on July 16, and then followed that up with a significant update on October 22, with 520 games (plus 72 bonus games).  We also refined our upgrade development process for this title.

#3: A Little Solitaire Touch Edition 1.0 / ALSTE 1.10

We released the very first version of this collection of 9 Klondike, FreeCell, and Spider Solitaire games, for iPad, on March 22, and published a significant update on July 26.  This was a major event not only because it was our first ever iOS game, but also because, on March 27, it became the #1 card game in the App Store.

#2: Demolish! Pairs FTP 1.0.1 for iPad

We released a free-to-play version of our arcade/puzzle game, Demolish! Pairs, on November 6.  This was the second SKU from Digital Gamecraft, and our very first venture into the “free” section of the App Store (with decidedly mixed results).

#1: Demolish! Pairs 1.0 for iOS

On June 18, we released Demolish! Pairs 1.0, our puzzle/arcade game for iOS, thereby reentering the self-publishing arena.  It was the first title published by Digital Gamecraft, and the last to contain fully custom artwork (and sounds) from our late artist, Rick Tumanis.  Although it was not the runaway success that it should have been, it provided a positive first step and, along with Demolish! Pairs FTP, gave us some very useful information about the iOS market.

What Went Right

Digital Gamecraft has remained a full-time independent game development company for (now) the 19th consecutive full year (stretching back into 1994, as Sophisticated Software Systems); this alone is a significant accomplishment.

Our product development continued apace, as did our strong affiliation with Goodsol Development, resulting in 15 SKUs released in 12 months.  We firmly established ourselves on the iOS platform, and Digital Gamecraft has published its own titles.

What Went Wrong

The video game industry, as a whole, is in a period of crisis, even though some “evangelists” continue to preach the opposite.  Continuing to survive in this depressed climate is a true challenge (though we strive to thrive).

We have seen falling sales and reduced revenues, and our entry into the iOS market with products on the App Store has done little to stem the negative trend.  In fact, it distracted us somewhat from Windows and Mac development, where the sales are slowing, but which are still a better investment than mobile platforms (for now).  Our experiments in free-to-play marketing suggest that it is not a general solution.

Final Evaluation

On balance, I awarded a grade of B (again) for overall performance in 2013.  My initial inclination was to grade our efforts as a C+, but when I looked back on what actually happened in the year, we met most of our development goals.  Digital Gamecraft released its first two games, and we broke into the iOS market with numerous titles.  Although reduced income does cast a pall over the year (and my mood), I determined that it should not count against our productivity grade.

That said, though, things will clearly need to improve in 2014, and we have already taken steps to achieve that, but this is a discussion for another post. 🙂

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. 🙂

2012: Year in Review

Overall Performance Grade: B

Digital Gamecraft / SophSoft, IncorporatedDespite being in the middle of our two-week break, I decided to take a short hiatus from the warm tropical sunshine (actually, the snowfall outdoors and a space heater in the office) to do a performance review of this past year at Digital Gamecraft and SophSoft, Incorporated.

Major Events

#10: FreeCell Plus 4.10

We released a maintenance update to this popular collection of 8 FreeCell Solitaire games (plus 4 bonus games) on October 16, for both Windows and Mac OS X.

#9: Most Popular Solitaire 2.10

We released a maintenance update to this top-selling collection of 30 Solitaire games (plus 13 bonus games) on October 12, for both Windows and Mac OS X.

#8: Goodsol Solitaire 101 version 2.12

We released a maintenance update to this collection of 101 favorite Solitaire games (plus 34 bonus games) on September 25, for both Windows and Mac OS X (after the earlier release of GSCI 2.10 on July 3).

#7: Are you kidding me?

During August and September, we experienced major failures of systems running (in order) Mac OS X, Linux, and Windows, while development continued (mostly) apace.  All systems were restored, development processes were optimized, and this Gamecraft blog was improved.

#6: Action Solitaire 1.50

We released a significant upgrade to this arcade Solitaire game on May 15, adding 5 more games for a total of 75 games, for Windows (only).

#5: Preparing for Mac App Store Submission

Starting in January (and extending into March), we published a 6 part article, plus introduction, giving a most detailed listing of guidelines and pitfalls associated with submitting a product to Apple for inclusion in the Mac App Store (for OS X).

#4: Pretty Good MahJongg 2.41 / ME 2.02

We released an update to this definitive collection of MahJongg Solitaire, tile matching, and puzzles, which contains 55 games and 300 layouts, on September 25, for Windows (PGMJ 2.41) and Mac OS X (PGMJME 2.02).

#3: ISVCon 2012: Success!

The company attended the inaugural ISVCon conference (renamed from Software Industry Conference) in Reno, Nevada, and I presented Quality Assurance for Small Software Publishers and also spoke on the How Games are Different panel.

#2: Pretty Good Solitaire Mac Edition 2.40

We released another major update to this largest collection of Solitaire games for Mac, adding 25 new games for a total of 400 games (plus 60 bonus games), on November 27, for Mac OS X 10.4/Tiger through (current) 10.8/Mountain Lion (after the releases of PGSME 2.30/2.32/2.33/2.34/2.36/2.38 earlier in the year).

#1: 30 Years in Business!

In January, our company celebrated its 30th ANNIVERSARY, making us “The Most Venerable Independent Game Developer in the World.”  (It may be a bit of hyperbole, but we have been doing this since well before many “indie developers” were even born.)

What Went Right

Digital Gamecraft has remained a full-time independent game development company for the 18th consecutive full year (stretching back into 1994, as Sophisticated Software Systems). Some internal projects, including Demolish! Pairs, have made huge strides, and we have multiple iOS projects poised to release early in 2013, while maintaining our expertise in Windows and Mac OS X platforms and adding others (to be announced).

Product development was really solid for the entire year, and our strong association with Goodsol Development continued, as evidenced by the numbers: 18 SKUs published (plus two quiet updates), 16 closed beta versions, 6 internal (alpha) versions, and 3 more updates pending release.  That is a SKU/update shipped about every 8 calendar days, on average, not at all bad for a small company.  A new development/release schedule for Pretty Good Solitaire Mac Edition is more efficient and working well (so far).

What Went Wrong

The heavy release schedule of various Solitaire games on multiple platforms took a toll on the resources (mostly time) available for other projects, compounded by the several weeks of hardware and system failures and recovery, so Demolish! Pairs was delayed (again) until early 2013.  Marketing efforts are nascent as well.

Despite the improved release schedule, desktop sales have not lived up to expectations, based on results from previous years, so some rethinking and second-guessing has taken place.  In particular, the division of effort between (tried and true) desktop development and (less reliable) mobile development (for lower price points) is a matter of some risk.

Final Evaluation

On balance, I awarded a grade of B for overall performance in 2012.  Although specific tasks, especially the intention of shipping a new Digital Gamecraft product, were not fulfilled, the entire year was fully productive and reestablished forward momentum after a disappointing 2011.  This also takes into consideration progress on a number of projects that do not (yet) figure into the published release schedule.

We are capable of an A+ grade in 2013, so that is clearly the goal.

2012: A Year of Connections

Planning for success in the new year.

We Rock!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 our first iOS title, Demolish! Pairs, with other projects (and platforms) in the works.  Additionally, SophSoft, Incorporated, our parent group, will be continuing our aggressive development program in conjunction with Goodsol Development.

For this year, we are making a concerted effort to connect with others more effectively; 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 “vocal” (and, hopefully, prolific), but also more open and transparent.

We are now laying claim to being The Most Venerable Independent Game Developer in the World, unless and until somebody proves otherwise!

Having recently watched this interesting TED video by Derek Sivers: Keep your goals to yourself, I am 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.

That said, I did adopt and will share one resolution for the new year: “Do Things Better…”  (Thanks to Frank and Ernest.)

2011: Year in Review

Overall Performance Grade: C+

As we officially begin 2012 after taking our annual two week “break” (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 new product, Demolish! Pairs, 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.

Additionally, our collaboration with Goodsol Development passed the 10-year mark 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 private bonus for beta testers).

What went Wrong

Despite the quick development of Demolish! Pairs to a playable alpha version, it did not ship during 2011, which was one of my primary goals for the year.  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: “no excuses allowed.”  I failed to meet those goals.

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 Pretty Good Solitaire Mac Edition, along with the 50 new games added, and the beta test became much longer (and more tedious) than anticipated.  That was not ideal.

What went Horribly Wrong

Of course, the worst and most significant occurrence of the year was the loss of my close friend, business partner, and artist, Rick Tumanis.  That, alone, colored the whole rest of the year a little darker.  (City Pulse recently included Rick in their remembrance of 10 people who died in 2011.)

Final Evaluation

In the end, I awarded a grade of C+ for overall performance in 2011.  Looking back, although specific goals were not met and perhaps productivity could 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.

How did your 2011 wind up?

Careers (April Update)

February/March spent some time in the doldrums.

productivity gameIn this periodic update to my productivity game based on Careers (for accountability), I have to admit to slower than expected progress.  As a reminder, the basic goal and object of the game is to reach 20 points in each of the three categories.

At this point, my scores (in deadline order) are:
Fame/Accomplishment: 6
Happiness/Health: 6
Money/Finances: 1

I was expecting to have reached my goal (20 points) in the Fame/Accomplishment category by April 1st, and that would have a knock-on effect for the Money/Finances category, but instead my focus reduced progress in the Happiness/Health area instead.  Bah.

“An explanation, not an excuse.”

Although the tangible progress is less than I hoped right now, I have (with the exception of one bad week) been working hard and long on a number of different projects.  My work on the Goodsol Solitaire Engine (which powers all of our solitaire games) got bogged down in a couple of new features and the associated interface changes on Mac and Windows, but that is almost resolved now, and the iPad version has been making progress, too.  I count five (5!) new titles and major product upgrades due in the next month or two.

Careers (February Update)

Decent progress was made in January.

productivity gameIn order to enhance accountability in this productivity game based on Careers, I plan to post monthly updates to my progress.  As a reminder, the basic goal and object of the game is to reach 20 points in each of the three categories.

At this point, my scores (in deadline order) are:
Fame/Accomplishment:  3
Happiness/Health:  6
Money/Finances:  0  (or 0.7)

I certainly have a way to go on the last one, but my deadline for that is Thanksgiving, and the nature of the challenge is such that that momentum should build throughout the year.  (Anybody truly concerned can, of course, send me large checks or just wads of cash in an envelope.)

Happy Groundhog Day (and Imbolc)!

Today our local groundhog was not able to come out from his burrow without a shovel, so he slept in (rather than looking for a shadow); I think that means that we just got most of our winter at once.

Careers Revisited

Productivity inspiration from a retail board game.

Health / Finances / Accomplishment

In order to measure my progress on my obligations for 2011, and to (literally) make a game out of it, I decided to adapt the old Parker Brothers game, Careers, first published in 1955 (and now available from Winning Moves).

The feature of Careers that makes it appropriate for my purposes is that the object of the game is to “succeed” by earning a combination of Fame, Money, and Happiness, but the exact “Success Formula” is determined by each individual player.  The formula is determined by assigning a total of 60 points to the three categories.

In my 2011 version of the game, I have selected to play a balanced strategy, with 20 points to be earned in each of these updated categories:  Happiness/Health (), Money/Finances (), and Fame/Accomplishment ().  These correspond to my individual, family, and business goals, respectively.  Of course, I will make progress towards success in the real world, rather than moving around a game board.  No dice involved.

At the start of the game, I assigned 20 points to each of my goals and then broke that down further into points for measurable milestones along the way.  Since each goal has a specific deadline, I assigned 5 points for meeting each deadline, and the remaining 15 points (in each category) were divided into at least five different parts.  Additionally, to indicate that simply reaching the goals was not the ultimate desire, I determined three “superwin” targets to pursue as I (hopefully) I blow right past my committed goals.  I want the overall SuperWin by December 31, 2011.

So far, as of the middle of January, my scores (in deadline order) are:
Fame/Accomplishment:  0
Happiness/Health:  5
Money/Finances:  0

Hey, it’s a start. For those familiar with the game, my Occupation Record has “Game Developer” checked (for decades), though I missed the College path the first time around the board.

2011: The Year of "Shall"

This year means more than resolutions.

Before the new year, I made a hard assessment of my goals, past and present, and how well I performed toward achieving them throughout 2010.  My overall performance grade: B.

Although I am very happy with the progress on most fronts, there were some long-term tasks that remained unresolved and continue to linger, and they are a hindrance to attaining my goals.  Perhaps my biggest fault is that when there was so much happening it was difficult to keep focus, although my default action (working) served me well.  In other words, I can almost always justify game development as a top priority.  Still, I am looking for improvement in the upcoming year.

I observe that there are three levels of commitment toward pursuing goals (beyond simply trying; “There is no try.” — Yoda):

  1. Most people make New Years resolutions; they resolve to do something.  This is tantamount to simply deciding what to do, but without necessarily making a solid commitment to actually carry through, perhaps as much about wanting as doing.  The results, as we all know, tend to be measured by how long it takes before the resolution is broken.
  2. People who are more committed say that they will do something.  From a legal standpoint, the word “will” in a contract creates an obligation, but it can be interpreted to mean essentially that the subject will make all reasonable efforts to perform.  This is a stronger commitment, a promise to take action, but with room for excuses.
  3. I have decided that this year I shall do something (three things, in fact).  The use of the word “shall”, in a contractual sense, makes the obligation mandatory; I must complete the goal.  I have fully committed to perform, and not doing so will be outright failure, no excuses allowed.

As noted above, there are three obligations that I shall fulfill this year, each with specific measurements and deadlines.  I selected one individual goal, one family goal, and one business goal (and as it happens, they all have ties to my company).  The business goal has the nearest completion date, followed by the individual goal, and the other (personal) goal is expected to take most of the year.  Of course, the family goal is also going to take the most time and effort to accomplish, but it will be worth it.

My approach in 2011 has been and will continue to be one of “ruthless efficiency“, wherein any task that does not demonstrably lead to progress toward (at least) one of my goals will be deprioritized.  In truth, I am not terribly comfortable with this, even for just a year, but it has to be done.  (I have met people that live their lives this way, and I often find them unpleasant.)  I accept that I will have loads of deferred tasks come 2012, and maybe even some relationships to repair, but at that point I will be in a much better position to deal with such things.

Of course, one possible victim of this temporary purging of tasks and responsibilities could be this very Gamecraft blog.  For the moment, I find writing about game development and related issues to be beneficial to my focus and positive attitude, but if my next post is the last for a year, so be it.

We must use time creatively — and forever realize that the time is always hope to do great things.” — Martin Luther King, Jr.

End Of Year Wind-Down

Digital Gamecraft wraps up business for 2010.

As the holidays arrive at the end of the year, and the beginning of the next, Digital Gamecraft and SophSoft, Incorporated traditionally take off the two weeks that encompass this period of time.  Since Christmas and New Years Day both fall on Saturdays, we were confronted with a decision to either work right up until Christmas Eve, taking off the entire first week of 2011, or to adjourn (and return) a week earlier.  Armed with an incorrect assumption (about federal holidays in the US), the PTB decided on the former, so we depart tomorrow [Friday, December 24] and return to work (officially) on January 10, 2011.  It actually worked out well because we were not yet ready to wrap up business last week.  (In truth, our beta testers will still be seeing activity from me, personally, throughout the official shut down, and our Director of Operations has to come in to run payroll.)

Anyway, despite the absence of most federal employees in observation of Christmas (a day early), we will still be in the office tomorrow; however, there is no reason to lament.  The morning will be dedicated to light work and final preparations for the end of the year, and then the afternoon will be devoted to our holiday party, in which we and our families will gather ’round and play board and card games (away from computers), enjoying various snacks and drinks, along with ample holiday spirit.  (This is a tradition unabashedly borrowed from one at Spectrum HoloByte, enhanced somewhat in our own ways, and minus a visit from Santa Claus, at least this year.)  Of course, the easy workload on Friday means more work for me on Thursday, so…

“Happy Christmas to all, and to all a good night.”

[from A Visit from St. Nicholas, by Clement Clark Moore (of course)]