The Not-Strictly Ballroom Update is Coming This Week!

The next SpyParty update is almost here, and it shall be called The Not-Strictly Ballroom Update!1 I’m going to try for the end of this week, so Thursday or Friday, September 24th or 25th. Given my track record on hitting dates, wish me luck.

As always, if you join the SpyParty Early-Access Beta you get all the updates and the final game and Steam keys and whatever other platforms the powers-that-be will let me give you when it’s done.

Once again, John has done a great custom image for the update:

Yes, currently they have pictures of themselves hanging in their houses.
Eventually they’ll have better taste.

So, besides being a kind of silly joke about a kind of awesome movie, the name refers to the fact that this update contains two big features. The first big feature is the updated Ballroom map, and oh boy John outdid himself on this one. However, the update is not strictly the Ballroom update, and so the second big feature is the third group of new art characters playable in game! And then, as usual, there are a bunch of smaller fixes and features, most of which are fixes to The Spectation Update.

The New Art Ballroom

If you look back at the very first post on this blog, you can see the image of the original SpyParty map, Ballroom. Here is that image, in all its glory:

screenshot1

Life was simpler then…also, apparently walls were shorter then.

Well, things have changed. I was trying to figure out how to convey exactly how much things have changed, and I decided it would be fun to hack up one of those fancy before/after image sliders2 so you could scrub between the past and THE FUTURE right here on the blog. It is pretty cool…if it works correctly in your browser you should get a single image here that you can click on and adjust the time machine right here:

before after

Drag the slider, or click here for the full-sized fancy before/after image!

And here’s an interior shot:

beforeafter

What blows me away about these images is they’re exactly the same size room, and I even lined up the cameras between the shots. I moved the Security Guard over by a bit, but take a look at the statues and the walls, they’re exactly the same! They look like completely different-sized spaces to me. The power of art. SpyParty is in part a game about seeing, and so I will be very interested to see how the visual aesthetic change affects the gameplay.

It’s Getting Crowded Up In Here

The other big feature of The Not-Strictly Ballroom Update is the third group of characters is finally in the game and playable. Normally we do characters in groups of five, but because of the twins, you’re getting six for the price of five! 20% more gameplay! Such a bargain!

Putting twins into SpyParty may have been a bit of a dick move on my part...

Putting twins into SpyParty may have been a bit of a dick-move on my part…

It’s going to be very interesting to see how the twins affect the game. Right now, one of them wears all the jewelry,3 so Snipers should be able to tell them apart, but you will usually have to zoom. We already had situations at PAX where Snipers shot the wrong twin, including a case where both twins went behind a pillar going in opposite directions, and then must have bounced off each other and went back out the way they came, and the Sniper assumed they’d kept moving straight and shot the wrong one. Good times!

The other thing having 16 playable characters is going to do is open up more of the maps. Before this build, we only had 10 characters, which was a bit low for most of the current maps. Now we will have the new Ballroom obviously, but I also created a Crowded Pub map with all 16 guests. Eventually the number of guests will be an adjustable parameter during game setup, with recommended values for the current meta and handicapping gap, but for now I have to make separate maps. The current old-art version of Veranda has 17 guests, so I could make a slightly Sniper-nerfed version of that next…

Speaking of the number of guests, as a random experiment, the new Ballroom will have 16 guests instead of the 13 the old one had, so we’ll see how that plays for a bit. I left the Beginner vs. Beginner Ballroom with 13 because I didn’t want to change its tuning, but for the full unlocked map with all the options, I thought it might be fun to see how more guests played.

Back a zillion years ago, when Ian and Paul were the elite playtesters,4 we did some testing and everybody agreed that “Any 3 of 4” missions and 13 guests on Ballroom was more fun and interesting than “Known 4” and 17 guests.5 The larger number of guests made it feel overwhelming for the Sniper in an unpleasant way, and so Ballroom has had 13 guests since then. Well, the meta has changed a lot over the years, so it seemed reasonable to revisit this, and give people a new option to play with. I’ll be watching the beta forums for how people feel about the additional guests.

So listen to me as I reminisce the Dayz of Wayback...

So listen to me as I reminisce the Dayz of Wayback…

One thing I didn’t change about Ballroom is the visibility of Toby’s tray for watching Purloin the Guestlist. Much to every Sniper’s chagrin, that should be at about the same totally-annoying level:

Sorry.

Sorry.

Miscellany

I’m fixing a bunch of stuff from The Spectation Update, and adding some small features. I need to get the final list of stuff together, and when I do, I’ll update this post. I have already fixed the annoying bug that made the guests start sliding around on longer games. I think I’ll blog about that, it was kind of interesting.

Until then, join the beta if you haven’t already and you’re into that sort of thing, and I’ll see you online! Also, I’m hoping to start streaming again over at http://twitch.tv/spyparty now that the summer is over.

  1. The “Strictly Ballroom” idea was from Simon Elgie on facebookit is such a great movie! []
  2. I used this one and modified it a bunch, and since the web is cool and open you can just grab the js yourself if you want it! []
  3. The players started calling that one Bling Twin at PAX! It really doesn’t matter what I name them… []
  4. Back then, 10 hours of SpyParty was  a lot…these days, the top players have around 500 hours of play time, and that’s at 3 minutes a pop, it’s not measured by how long the executable is running, like Steam’s stats! []
  5. At least, I think it was 17, anyway, it was the number necessary to balance k4 vs a3/4 given our skill levels back then. []

SpyParty PAX Budget Numbers and Codecard Details, Part 1

This is Part 1 of a two-part series on the SpyParty PAX budget numbers and why and how we made the super-cool codecards for selling copies of the game at the show. This part covers the PAX expenses, the decision to sell the game in the first place, and the results. Part 2 will be a technical post about how the cards are made, and will available soon. I’ll update this post with a link to it.

Of course we’re going to PAX Prime again in Seattle, August 28-31, 2015. We’re in our usual booth, the tiny #3002 in the corner on the 4th floor, safely protected by The Behemoth on all sides that aren’t concrete walls. And, as usual, we’re having a bunch of expert SpyParty players help out in the booth, some returning, some for the first time, but more about that in a near-future post.

Last year we did something a little different: we sold SpyParty codes at the show on these super awesome unique collectible codecards featuring the new characters.

codecards

The real ones are even cooler than this; these are old prototypes.

For the past year I’ve been meaning to write up how it went, and this year’s scramble to get ready for the fast-approaching show made me realize that if I don’t do it while it’s fresh in my mind, I’ll never do it, so here goes…

How Much Does it Cost (me) to Take an Indie Game (SpyParty) to PAX?

There are a lot of helpful articles out there by various indie game developers on preparing for PAX. I’ve read more than I can count over the years. I’ve even written one, which I’d completely forgotten until I started researching this post! I kind of want to link a bunch of the good ones here but I can’t find my list, so if you’ve got favorites please post them in the comments! It’s always interesting to read other developer experiences, and it’s even possible to get mainstream games press about your PAX preparations if you’ve got a fun angle.

I’m not going to spend too much time talking about the various kinds of prep you need to do to get a game showing well in a convention booth. It’s a lot of work to make an effective booth. Obviously being organized, starting to plan well in advance, and having experience and going through the wringer a few times helps a lot, so at this point after doing it for years I don’t even know what I know and what I don’t know, really. I remember freaking out for months before the first time we went, and now after doing it for years I only freak out for a couple weeks, max. Okay, maybe a month.

Welcome to professional tradeshow booth planning!

Welcome to professional tradeshow booth planning!

I long-ago settled on the three-stations/six-machines layout for my little 10 by 10 foot booth, designing it in a way that maximized the use of the space and showed off what I felt were the most meaningful parts of SpyParty. I think every game is going to want a different layout to achieve different goals, so my desire to show off the competitive depth of my game might be different from another developer wanting to show off their art, or wanting to get as many people as possible to play the first 10 minutes, or to get lots of feedback on some specific mechanic, or even having your presence at the show be a mirror for your design’s aesthetic goals, or whatever. I guess that’s the first piece of advice: have a goal for your game at the show. I don’t mean sales goals or number of press articles post-show or anything necessarily measurable, although I’m sure those can be useful, I mean have a goal in mind for what you’re trying to accomplish, and design your booth to accomplish that.

On the expense side, I try to keep it pretty lean, but it adds up quickly. The super-rough expenses look like this:

  • Flights for me, John, and Alice: $158 + $426
  • Hotel for John and Alice (I crash with friends to save money): $1300
  • Car rental for a day of moving crap: $50
  • Booth, furniture, electrical, etc: $2000
  • Lunches for booth helpers: $250
  • Monitors: $900
    For years I rented monitors from Rent-a-Center, but they kept raising the prices and tacking on fees to the point where it made sense to just buy them myself, so I found some cheap-o $150 refurbished JVC 32″ monitors on newegg. This plan only made sense because my friend Tom is letting me store them in his garage in Bellevue. Also, I need small monitors like this because I have to fit them back-to-back on the tables, so that also made them more cost effective to just buy relative to rent. Everybody will do this math differently, especially if you don’t have an awesomely generous friend like Tom.1
  • Printing cards, signs, and manuals: $400
  • Stuff I’m forgetting: $500

This all comes to about $6000. I’m sure I’m forgetting some stuff, but hopefully it is in the ballpark. I also reuse a bunch of stuff from previous shows, like popup banners, computer equipment, signage, and whatnot. If even the amortized costs of those things was in there the total would be even higher.

That Is A Lot Of Money

Yes, it is.

I mean, it is and it isn’t. I am spending way more than that on the development of SpyParty, as I talk about in detail in the “So, like, SpyParty, WTF?” lecture I gave at IndieCade last year, but it’s still feels like a lot of money for something that’s not clear whether it has any kind of concrete payback for the time, effort, and expense. I take SpyParty to PAX because I enjoy showing the game to people and watching them play, because I dig the vibe of the PAX show floor with all the open-minded folks who love games, because it gives John and me a concrete deadline for big flashy updates, and out of some vague sense that it is “marketing” and that this is a necessary thing for indie games. But, truth be told, it’s really hard to know what kinds of marketing actually help in the long run, and what kinds are a waste of time or money or both.2 There is no shortage of “marketing channels” these days, so it’s really hard to know where to put your time and money.

In fact, in previous years I’ve had booths (or shared booths) at PAX East, Evo, GDC, Day of the Devs, IndieCade, GameCity, XOXO, and NYU’s Game Center and that’s nothing compared to some folks who have done 20+ conferences with their games. You could, as an indie game developer, spend your entire year preparing for and exhibiting at conventions and never actually get to do deep work on your game.

So, while the cost of doing any individual show wasn’t going to break the (already severely cracked) bank, not knowing if any of them were worth it was worrying, and if I tried to do them all it certainly would have broken the bank, not to mention me and John.

As I thought about this more over the years, my interim solution was to just keep doing PAX Prime as the one big show for SpyParty, do Day of the Devs because it’s local to the Bay Area and only a single day, and forget about the rest for a while until we’re closer to ship.

But even then, six grand, ouch.

If Only I Had Something to Sell to Offset the Costs…

For years my PAX booth has been surrounded by The Behemoth; they’re awesome neighbors, always ready to lend out a tool or a hand during setup and tear down, not to mention that “OMG I need a piece of duct tape NOW” moment during the show. I feel very safe in their warm embrace. They have this convention booth thing down pat, and it’s a pleasure to watch. Not only do they build all these amazing custom arcade cabinets for their games, but they also are a well oiled machine at selling “merch” of all kinds, usually featuring Dan Paladin’s amazing character artwork. I was talking to my old friend Chris Charla from ID@Xbox at PAX last year, marveling aloud to him about the variety of merchandise The Behemoth was selling, and I said, “They even have skateboard decks?!” He replied, “Oh, yeah, and they’re really high quality…”, and pulls one he’d just bought out of his backpack to show me.

I’m a bit thick sometimes, so for years I’d look over at the giant line of people buying awesome stuff from The Behemoth and think, “Some day that’ll be…okay, that will never be me, but wow.” See, the not-so-secret-secret is that almost everybody loses money on merch. There are very few indie game developers who can break even on the merch itself, and an even smaller number who can pay for their convention booths with merch sales. Usually indies do it just because it’s cool to have your game on a t-shirt or pin, and we rationalize it by saying it’s good marketing. In my case, I thought it would be weird to sell SpyParty merch when the visual aesthetics of the game were still in flux, even ignoring the questions of how many of which sizes to order and shipping and quality control and inventory and dealing with boxes of unsold merch after the show and everything else that goes into selling a t-shirt or poster.

Then it finally occurred to me: I have something I might be able to sell, and I’ve been working on it for years and I’m pretty sure people are interested in it because they already line up for it. It’s the video game itself! And, since it’s just made of bits, it doesn’t have to take up space in the booth (and on the flight home) and one size fits all!

How to Sell Something That Doesn’t Actually Exist

Once I realized I could actually sell copies of SpyParty at the booth, and not only could this potentially make some money to offset the booth expenses, but it would actually make people happy because they ask about it all the time, I had to figure out how to do it, both virtually and physically. The nitty gritty specifics of how I decided on and implemented the codecards will come in Part 2, soon to be linked right here. For this Part 1, I will summarize…

I decided to implement redemption codes that skip the PayPal step in the normal SpyParty credit card registration. Then, I printed those codes and an URL to the redemption page, along with a QR code embedding all this stuff, on beautiful little cards featuring the new art characters. The QR code saves typing in the code and going to the URL, and as a bonus it looks all cool and Spy-like. I’m a perfectionist and I wanted these cards to be things fans would treasure even after redeeming the code embedded within, so I designed them to have that collectible quality heft and feel, like precious little jewels you hold in your hand. I also wanted them to be “on theme” with the spy fiction for the game, so the QR code and sophisticated almost-security-ID-card feel worked great. If you’re doing a game about orcs and elves I don’t know how you rationalize putting a big QR code on there, but for SpyParty it worked perfectly.

On the payment side, I went with Square for a whole bunch of reasons that are discussed in Part 2, but the ability to work without internet is key among them. We accepted cash and major credit cards.

Scanning a codecard for testing (well, actually, for taking this picture).

Scanning a codecard for testing (well, actually, for taking this picture).
PS. This was a live code, but it was gone in minutes.

We priced the cards at $15 for one copy, same as online, but then 2-for-$20, and $10 for each additional copy up to a 10-pack for people who wanted to collect all the characters, which we priced at $80. I put a fair amount of thought into this pricing, and got a lot of good advice from others that I’ll cover in Part 2. This year we’ll have 15 characters available, so I’ll have to change the high end collect-em-all pack, but I haven’t decided exactly what we’ll do yet. Given that I have to print any new signage this week I’d better get a clue on that.

The general flow in the booth was people would wait in line while reading the manual,3 play their two games—one as Spy and one as Sniper—then get up, and be told by our awesome booth helper volunteers from the SpyParty community that it’s in early-access beta and they could buy it as a discount right over there.

Here’s the poster I printed for hanging in the booth. I made two of these, plus starbursts for the monitors, because as I’ve said before, it is very hard to get people to even know your game exists, let alone more specific things like, “it’s for sale right here.”

poster

I guess I need to go from 4 feet to 6 feet to fit the new characters?

Results

I really had no idea how it was going to go. I’d heard completely different stories from different indies who had tried selling copies of their games at their booths: some barely sold any (even some games that were already hits), some sold well. I didn’t know where SpyParty would land on that continuum. I printed 400 cards, and figured they didn’t rot, so if I didn’t sell them all, no big deal, they’d get used eventually.

Well, we ended up selling over 500 cards!

selling-montage

We sell to all kinds, even robots and comic book characters.

Wait, how is that possible when I only brought 400 cards? I ended up doing harried print runs at the FedEx/Kinko’s downstairs from the show, and when that closed for Labor Day, I begged for the use of a laser printer at the show office! I thought people would be primarily interested in the awesome collectible cards, but it turns out people wanted the game and didn’t mind that we ended up selling flimsy color prints and then plain old black-on-white laser prints towards the end of the show. I guess this is a good thing, since the game is the more important of the two, but I have to admit I was wondering by the end if it was worth it to go through all the pain to design and print the fancy cards. I came to the conclusion that it was worth it because I think the cards are totally awesome, and when you’re indie, you often make decisions based purely on personal motivation rather than some exact economic computation.

To make it even more insane, I even lost a box of 100 codecards in the middle of the show. I was exhausted walking home one night after the expo floor closed and I must have left a box on the counter of the coffee shop I stopped in every night. The next day, we were panicking trying to figure out where the box was, and whether it was somehow stolen, or if I left it at home, or what. Should I cancel that block of redemption codes? It’s always a lose for players to cancel them, because consider if you’d bought a code from somebody that you didn’t know was stolen; from your point of view you paid for the game, almost certainly not knowing it was stolen at the time, and so if the code doesn’t work, who are you going to get mad at, some random guy at PAX or the game you’re trying to activate? I was so fried I simply couldn’t figure out where they could have gone, and I almost never lose things, which made me feel even more unhinged. Finally, on the walk home that night, I stopped for my coffee and offhandedly asked the baristas if they’d seen a little box of what looked like business cards. They said yes! I asked if they had it, and they looked around and said no, maybe they threw it out. I said, “That box was worth $1000”, and they looked like they swallowed their tongues. I told them it was only worth $30 if it was really in the trash and on its way to the landfill.4 They wracked their brains and decided that yes, they did put it in the dumpster with all the coffee grounds the night before. Now, leaving aside why they wouldn’t hold on to a small box of cards that clearly looked professional for just a day or so in case the person came back, I was glad I hadn’t left them somewhere to be found an scalped. At least they comp’ed my latte. Lesson: write name and phone number on all the boxes!

The Numbers

Square has pretty good reporting, so I can break down the numbers a bunch of different ways. Here are the daily sales:

squaregraph

 

Day Sales
Total $5440
Friday 8/29 $1145
Saturday 8/30 $1280
Sunday 8/31 $1305
Monday 9/1 $1710

Of this $5440 total, $2620 was from credit cards, and $2820 was from cash. The lesson here seems to be: definitely figure out a way to take credit cards! Of these sales, it’s slightly confusing how it’s accounted on the Square backend, but it looks like there were 223 sales events total, with 313 “modifications”, which is how I set up the discounts. 207 of the modifications were for +1 copy, so that means 92% of the sales were for the 2-for-$20 deal. There were 12 10-packs sold, and I think there were only a couple single $15 copies sold.

At first Alice and I were both selling pretty evenly, but it became clear Alice has quite the competitive streak in her, so by the end she was crushing me. Back before this whole sell-the-game thing worked, I thought I was going to have to tell John that I couldn’t afford to bring Alice to the show anymore, but now it’s clear I should just bring Alice and leave John behind. I’ll have to find a nice way to break it to him.

"Non-staff" is me.

I’m ashamed to admit “Non-Staff” is me. At least she took a lunch break.

Bonus Numbers

Shortly after PAX, we took SpyParty to Day of the Devs, a great little one-day game convention in San Francisco put on by Double Fine and iam8bit. It’s a lot of fun, and it’s nice to be able to do a small show without hotel rooms and flights and all that rigamarole. Plus, it’s free to attendees and developers! Since PAX was such a success, we decided we’d sell the game at Day of the Devs as well, and here are those results:

We sold $740 total, $585 in credit cards, $155 in cash,5 in 30 sales events, with 26 of those being 2-for-$20, and 2 10-packs. Not quite PAX daily numbers, but a great day nonetheless!

This Year and Beyond

We had a bunch of small problems selling during PAX 2014, including running out of cards, misconfiguring Alice’s QR reader to try to hit the internet on every scan, missing some important signage opportunities, and other various beginner mistakes. I’m sure we could have done more sales—although probably not twice as many, but maybe 30% more—if we hadn’t hit these snags. We’ll see this year! The biggest slowdown is the QR scanning and copying of the codes…if we could somehow build that into the Square app, or write a custom app, then things would zip along much more smoothly. More on that process in Part 2.

I’m bringing 630 or so codecards this year, now with the new batch of characters mixed in. As I’ve been writing this, I’m wondering if that’s going to be enough. On the one hand, we’ll be better at selling this year due to experience, especially if we can fix some of the speed bumps mentioned above. On the other hand, Labor Day is after PAX this year, so will traffic on Monday be slower? PAX sold out in like 10 seconds as usual, so maybe it’ll be the same? Maybe I should print more cards? It was definitely a drag to keep having to run down to the printer. Hmm, I’d have to rush them now… Edit: I just ordered 300 more for delivery in Seattle; I’m pretty sure we won’t sell 900 copies!

I guess this all gets filed under “a good problem to have”, though!

I love the cards themselves as artifacts, but the best thing about the codecards is that they open up the possibility of doing more shows, like PAX East or Evo again. Now that I can be somewhat confident I can pay for a chunk of the expenses, it changes the calculus of showing SpyParty at conventions. The time investment is still the big factor, and it’s hard to balance the distraction from working on the game versus the benefit of having hard deadlines and increased exposure, but it was difficult to ignore the raw bite out of the bank account, and that may be a thing of the past. I don’t think this will ever be a big profit center, but breaking even is way better than a stick in the eye.6

Will we have the same results this year? I don’t know… Would we have the same results at another show? It’s hard to say. We have a sweet booth at PAX in Seattle and a lot of local friend infrastructure to help us out because I lived in Seattle for years. I doubt we’d have anywhere near as good a booth at another popular show we haven’t been doing for years, due to lack of seniority. I don’t know how much that matters…after all, I thought people wanted the fancy cards and they didn’t seem to care about getting a scrap of paper.

Perhaps we’ll have to find out!

  1. No, you can’t keep your booth stuff in Tom’s garage. []
  2. I’m assuming somebody will say “use metrics” in the comments below, and I’ll be the first to admit I am not a professional about this stuff, it just seems really hard to track and quantify it accurately. []
  3. Yes, there’s a manual you have to read, still. []
  4. Or recycling, hopefully, this was Seattle after all! []
  5. A totally different credit/cash breakdown from PAX, not sure why… []
  6. …better than a Sniper shot to the head? []

The Spectation Update Update Update

Edit: I shipped The Spectation Update on the 4th!  It’s pretty awesome, check it out!

John did this awesome image for The Spectation Update!

They’re watching me fail to get this build out. And they’re amused by it.

Okay, I have been incrementally slipping this thing day-by-day for a week. The replay streaming system blew up in my face and took way longer than the other features.  However, I finally have a build that I can release. It has all the all the cool stuff in it. It all works pretty well, and is super awesome if I do say so myself. The big problem is that I’m completely exhausted, and it is going to need constant babysitting when it goes live because it’s such a gigantic change, so after my initial enthusiasm to launch it immediately, some reflection1 indicated it might be better to do it when I can actually fix any problems and have slept. Unfortunately, I have plans during the day and evening Monday, so:

The Spectation Update will go live Tuesday, August 4th, 11am, US Pacific Time

I’m pretty confident I can hit that, because I actually have the build done, but I would not blame you if you didn’t set your watch by it given how terrible I am at this video game development thing.

Replay Sets

One upside to the slip is it gave players time to make 6 neat themed Replay Sets for me for the launch.  I’ll add many more after things are stable, but here are the current ones:

  • Guard the Ambassador by bloom
    Difficulty: Medium
    Headquarters has received Intel that an enemy agent will attempt to plant a bug on the ambassador while he is present at The Irene Adler. Your orders are to exclusively guard the ambassador and eliminate the spy without any civilian casualties.
  • Known ALL by turnout8
    Difficulty: Easy
    In this great set for brand new snipers, the Spy must complete ALL missions available on the map. This means the Spy will be very active, rushing many objectives. Can you spot the Spy before all the missions are finished? Don’t feel bad if you can’t at first, the beginners that played these matches didn’t either. Use this set to practice watching one or two missions at a time, since you know for sure the Spy will do them all.
  • Approach the Throne by krazycaley
    Difficulty: Hard
    KrazyCaley, undefeated King of the SpyParty Hill, winningest spy among top 10 players, and undeniably modest user of the third person, invites you to test yourself against 14 elite-level spy victories, all won against snipers from that same SpyParty top 10. Includes wins against Drawnonward, Virifaux, KCMmmmm, Scientist, Seizureman, Turnout8, WarningTrack, CanadianBacon, and Wodar. Hint – Though Caley’s opponents here are the best in the game, alter your playstyle to be different from theirs to win – Caley is counterplaying those playstyles with each opponent.
  • Rush! by briguy
    Difficulty: Medium
    A “rush” in SpyParty is when a spy attempts to complete some or all missions in a short period of time before the Sniper is able to prepare and get their bearings. But if you know a rush is happening, can you counter it? Here’s a short set of replays that’ll be over before you know it.
  • Down to the Wire by warningtrack
    Difficulty: Easy
    Be patient and take your time with these, because here we have 10 games where the Spies eat up almost all the clock to complete their missions, finishing with about 15 seconds or less to go each time.
  • The Idler by bl00dw0lf
    Difficulty: Elite
    The Spy does no missions, but does take control from the AI. Can you spot them idling at the party?

I’ve played a bit of them during testing and they’re fun!

  1. Admittedly initially caused by zerotka being in a game of Dota2 when I wanted to test… []

The Spectation Update Update

Update:  Well, I decided to try to get the curated replay set streaming in, as mentioned below, and it’s turning out to be harder than I thought, so it’s taking a bit longer.  It’s late Saturday night as I type this, and I’m not sure I’m going to make Sunday, wish me luck!

Check out the amazing image John made for The Spectation Update!  We’re still a far cry away from the elaborate websites with video and audio and comics and whatnot that Valve does for TF2, C-S, and Dota2, or even the comparatively simpler update page for Awesomenauts, but hey, baby steps.  You can click the image and then right-click the “File” link to get the high-res 2k version of it to make your desktop happy.

John did this awesome image for The Spectation Update!

Are they spectating themselves being murdered?  I admit the fiction is a little unclear…

Update Status Update

Even though I was pretty nervous about committing to a date, it seems to be working out well, and I’m cranking through the remaining tasks.  You can see the list of stuff to do by tomorrow (!) here.  I think I’ll probably live stream some bug fixing and testing tomorrow at http://twitch.tv/spyparty and then release the build sometime in the evening, bugs willing.  I don’t think I’m going to get the loadtest robots working, but uh, that’s what beta testers are for!

I’ve decided to go for getting the replay streaming system up and limping, which is the thing that will allow me to have curated lists of replays streamed to players in the lobby, so you can compete against elite Spies in themed sets of replays.  It’ll be simple at first, but should be really cool.  But, that requires a…

Call for Replay Stream Set Curators!

I posted this in the SpyParty Beta Forums here, so if you’re in the beta, you can go there, and if you’re not in the beta, you can sign up here.

Okay, you’ve probably seen the list of stuff I’m trying to get done on The Spectation Update by tomorrow, and I’ve been really cranking (I need to go check some of that stuff off), so I’m actually going to try to get a hacky first pass curated replay streaming in by tomorrow, which is a bit nutso, but I think the kids would say YOLO.

So, I’d like some curated lists of replays, around 10 or so (flexible) replays in each set. They need a short name, a slightly longer description, and then the replays themselves. Most should probably be Spy Missions Win results, but that’s not strictly necessary (there could be a “beat the Sniper” theme to some).

Here are some resources:

SpyParty Fans Replay Database
http://www.spypartyfans.com/replays

The Post Your Replays Here Thread
viewtopic.php?f=3&t=1368

Your Very Own Replays
In game, go to Replays, browse your matches, sort by results, choose the Missions Win ones, ctrl-click to mark, ctrl-shift-o to launch an explorer window with those selected, ctrl-drag to put them somewhere (don’t forget the ctrl on the drag or you’ll move them).

I’ve grabbed a bunch of the Mission Wins from my match replays (which are for some reason almost always me as Sniper?) and I’m going to use those for the initial thing, but I’d like to add more from the community after I get it working and debugged.

It might be fun to have the top of the leaderboard Mission Wins as separate sets.

It’d also be nice to have some non-elite games too! I’m thinking Easy / Medium / Hard. Actually, put a difficulty in your post as well.

You can also go into Practice Mode and record your own replays for this. Go nuts.

Thanks!
Chris

The Spectation and Replay Sniper Update, Coming Soon

John did this awesome image for The Spectation Update!

John did this awesome image for The Spectation Update!

I have been working on the latest big update for too long now, and I’m back from most of my summer travels, and I think it’s time to do my least-favorite thing in the entire world: publicly commit to a release date.

The Spectation Update is coming Friday, July 24th!1

There, I did it. It’s not clear to me why I’m so averse to committing to dates, but it’s something I need to get more comfortable with because I’m going to try moving to a tiny-team-baby-steps version of the “big named updates” release strategy that Valve pioneered on Team Fortress 2 and the Awesomenauts folks have written about as well. More on that later.

So, what exactly is in this upcoming update?

There are two really big features: Spectation and Replay Sniper Mode

Spectation

SpyParty is a 1v1-only game (for now) with no meaningful single-player mode, so if you go in to the lobby to play somebody, and you happen to be the odd person out, you are a sad agent of espionage:

sad-lobby

I am sad.

Currently, you have no recourse but to wait for somebody else to join. There is text on the lobby screen telling players to hang out, but a) nobody reads text, and b) even if you do read the text, who wants to just sit there and wait for another player? I made it so you can minimize SpyParty and it doesn’t use much CPU, and it’ll beep and flash the window when you’re invited, but still, what a drag. Often the wait is only a minute or so, but there are way too many cases of one player logging in, waiting a few minutes, and then logging out, and then literally seconds later another player joins, and the cycle repeats.

Another related problem is that recently people have been joining the beta in pairs, so they both log in together and usually only play each other, so if you’re sitting there waiting, then two people will join and immediately go into a game together. I’m not sure why this has been happening more recently than in the past, because I haven’t yet done any of my plans to actually encourage this, like discounts on two copies, spawn copies, gifts, and the like, but it anecdotally seems to have increased over the past few months. Maybe it’s that a lot of the big streamers and youtubers always play with friends, so people who learn about the game that way start out with the goal of playing with a friend, but who really knows? I should probably ask people how they heard about the game when they sign up…

Obviously not being able to get a game when you want one is a big problem for multiplayer games, especially indie ones, where building and maintaining some kind of healthy player community is vital to the experience.

I have a lot of different plans to help solve these “lobby stickiness” problems, and the spectation feature is a big one. After this update, when you log in, you will see this:

happy-lobby

Now I am happy! No, the red lines aren’t in the actual UI, but maybe they should be.

Now you have something to do in the lobby! You can watch the ongoing match, and if others are watching it you can chat with them, and you can even “play Sniper” in the match as you’ll see below!

Spectating a game looks just like watching a replay, with all the same controls, so while you’re spectating you can pause, switch cameras, rewind, slowmo, whatever. Here are two clients spectating a match, all running on my laptop:

Two spectators!  PS. Four simultaneous copies running is not great for framerate.

Two spectators! PS. Four simultaneous copies running is not great for framerate.

Spectation is obviously awesome for casters, because now they’ll be able to live-stream tournament games without requiring individual contestants to stream, which isn’t possible for some folks due to performance or network issues. Spectation shouldn’t cost the people playing any performance at all.

Plus, the way I implemented it, the server is now recording all games, and so it is the beginnings of a complete “Replay Database” of every SpyParty game played. Exposing that awesomeness to players to download and analyze is going to take some thought and time, but for now, the games are going to be collected on my side.

It’s just going to be the basics of spectation at first, but there are a ton of things I want to add, including the ability to do quick round-robin tournaments and ladders, maybe even fake betting, and I’m sure the community will have tons of ideas and post them in the Beta Forums.

So, spectation is pretty cool. However, I think players might think this is even cooler…

Replay Sniper Mode

Whenever I mention “single-player SpyParty“, the first thought most people have is, “Hey, why not set it up so the Sniper can play against old replays?” I include myself in “most people” and thought this was a great idea until I realized the feedback from the Sniper’s laser position and angle to the Spy drastically changes the Spy’s behavior, and I plan to add more ways for the Sniper to have feedback into the game in the near future. So, I went from thinking playing replays was a clean and easy solution to half of the single-player problem to thinking it’d be kinda neat but not very useful.

Well, I’m back on the It’s Awesome train again. When I got spectation working, I figured it’d be worth the day or two to throw in the ability to play as a Sniper against the Spy you were spectating since it would give waiting players more stuff to do, and it turns out it’s way more interesting and real-Sniper-feeling than I thought it would be! And once I realized it was working, a whole bunch of new cool variants came to mind.

The way it works now is it looks like you’re playing a regular Sniper game. You can highlight and lowlight, zoom, and you see the (hopefully) exact same information you’d see if you were really playing Sniper. If you shoot somebody, they obviously don’t die since you aren’t in the actual match, but the game tells you if you shot the right person, and if you didn’t, it keeps going.

SpyParty-v0.1.3992.1-20150720-14-56-26-0

You sort of have multiple bullets, an oft-requested feature.

If you are totally lost, you can switch to normal spectation/replay mode by hitting ctrl-shift-tab, or by trying to shoot everybody until you get the Spy, at which point it will switch over automatically.

This works on normal replays as well, so you can practice offline against a given opponent as Spy if you know you’re going to be playing them soon. You can even practice against yourself, by playing replays where you were Spy!

Now things get crazy…the server is going to (eventually) have curated lists of replays of games that make for good Replay Sniping, and it will be able to stream those to you while you’re waiting in the lobby. So, imagine you log in, and people are already playing, and you can play a set of 10 replays picked by another player called “Bugtastic” where you know the Spy will always bug, and you see if you can catch them, or play Sniper against the finals match from the last tournament to see how you match up? I can imagine a zillion variants here, including curated sets by difficulty, player, maps, game modes, ranking, etc.

I’m not sure I’ll be able to get the streaming games thing in for this initial build, but Replay Sniper Mode will at least work live while spectating and from your own replays, and hopefully I can at least get something simple in for streaming to get things started.

What’s Left To Do

I still have some big things left to do before I can release, so I’m going to need to crank this week. The list currently looks like this (strikethrough means done):

  • Should I start a new room for a spectated match or not?
    Right now, you stay in the lobby while you’re spectating, so you can keep chatting. I support players being in multiple rooms, so I think I’m going to start a new room for a match, and then add players to that room, so they’ll still be in the main Headquarters room, but also will be in the match room. It needs a bit more thought.
  • Store the Replay Sniper laser movement and events to the server.
    I’d like to archive all the Replay Sniper games as well, and that way I could do visualizations of all the lasers moving around the room simultaneously, which would be awesome, plus I could do analysis on them.
  • Update the loadtest robots to test all this stuff.
    Spectation adds load to the server, since it manages all the streams. It’s not much, but I really should test it at scale before releasing it. Really, I should.
  • Actually implement streaming games for Replay Sniper.
    All that cool stuff above about curated lists of games being streamed to you in the lobby doesn’t exist yet. I need to figure out if I can do a baby-steps version of that to get things started.
  • Bugs, bugs, bugs.
    There are lots of bugs.

Those are the big things, and they’re all relatively optional, meaning the current thing works pretty well, but they’re things I’d like to have, so I’m going to try for them. Wish me luck!

I will probably stream development of some of this stuff this week at http://twitch.tv/spyparty

  1. Obviously quality comes first, so if I reserve the right to slip this date if I need to for the good of SpyParty, but I’m really really going to try to hit it! []