Friday, 20 August 2010

Dysnomia: The Post-Mortem




Before I begin with this post, I should say that I am more than happy with the successes I have achieved with Dysnomia. I set out in May 2009 to create a game that I could be proud of, and that I would enjoy playing. I had no thoughts back then of making money from selling the game on the Xbox Live Indie Games (XBLIG) service, where my first release Gravsheep had failed miserably.

Dysnomia was born out of a love for '90s Amiga games, and those in the know immediately liken it to Team 17's Alien Breed. I did indeed set out to make an Alien Breed-alike, but there was another much less-known game that I borrowed ideas from. That game, Xenomorph, was a Dungeon Master-like crawler RPG set on a mining outpost. In fact, reading the game's Wiki article it's scary exactly how much I borrowed from it!

So the top-down, alien-shooting arcade action was borrowed from Alien Breed, whilst the parts-collecting and puzzle-like elements were borrowed from Xenomorph. The game's speed and sheer number of enemies on-screen was kind of a throwback to Gauntlet, but that came about naturally as I added in dual-stick shooter controls. Early in development, the right stick was unused and the player could only shoot in the direction of travel. That's one early change I'm glad I made.

I began in May with a design document that gave an initial outline for the game, and gave me something to show to potential artists that applied to my request for help on the Creator's Club forums. I believe that having that document showed artists that I was semi-serious about the game even though I was only offering a 50/50 profit split. I was pleasantly surprised at the number of replies, but at the end of the day one guy stood out from the crowd simply by getting the game idea and throwing out a few initial tilesets, some concept art and a character animation. That guy was Leon, and without him Dysnomia would be nothing more than a long-forgotten Visual Studio project folder.




And so the two of us ventured forth with development. One of the very early jobs for me was to enhance the level editor I had hacked together for Gravsheep so that it could be used to design the levels for Dysnomia. The editor was a simple Windows Forms affair, with drawing handled in GDI as opposed to using WPF or an XNA window. So, not the fastest of editors, but it worked well enough for both myself and Leon to get the levels done.

There are nine levels/floors/areas in Dysnomia, and each one was saved out of the editor as a simple plain text file using 2D arrays of three-digit integers to represent the tiles. Each map has a set number of layers overlaid in a set order. Some of the layers were full-colour tilesheets, others were effects layers. Later on I added in animation layers which were used sparingly, the biggest example being the animated water on the Maintenance level.

If I had to go back and do the editor again, I'd do it in Silverlight to start with. I'd allow for an unlimited number of layers each with a specific effect applied (shadow, reflection etc). I'd allow for multiple tiles to be selected in the tile palette and pasted into the map (large objects made up of several tiles had to be drawn tile-by-tile!). I'd make it a lot more generic too. Like I said though, it did the job and allowed me to focus on the game.



Developing the game itself was a veritable minefield for this amateur developer. Although I've been messing about with games development since the Acorn days, this is really the first serious game that I've attempted. Instead of playing it safe and skirting around issues I knew would be a challenge for me, I ploughed through. I implemented some features in Dysnomia that I never thought I'd be able to write. The one that immediately springs to mind is the pathfinding AI.

I hadn't even considered that the aliens might actually need to be able to find their way to the player. I guess I'd hoped that the Gauntlet-style logic of "move toward player location until you hit a wall" would suffice. Not really, no. It became apparent that some basic intelligence would be required. I knew nothing of the various pathfinding techniques that developers had used over the years, and I only just managed to understand A* after a few days of reading.

Luckily, Roy Triesscheijn has done a lot of work implementing A* in C# and XNA. I was able to leverage his examples as a good starting point. There was an awful lot of work to do to even with that initial code as it was quite allocation-hungry, and of course I had to make it work with my tilemaps. It all came together in the end though, and I could probably write a whole post on how.

There were a number of other challenges that I won't go into detail on here. Performance was a big one, and I learnt how to use the XNA remote perfmon tool and the .NET CLR profiler together to banish allocations and garbage collections. For those interested, I went down the path of allocating everything during load and nothing during the game and it worked wonders.


And so onto the game itself. The game received a number of awesome reviews, which I was so happy with. To see something that you poured so much love into be received so highly was reward enough. It went down fantastically with the Creator's Club members that playtested and reviewed the game. Receiving praise from peers is even better than getting good reviews!

Then the unthinkable happened - Dysnomia placed in the top 20 of Dream Build Play 2010! Leon and I decided to enter the game on a whim, and it just happened that we were mere weeks away from a complete and polished game when the deadline rolled around. That definitely worked in our favour. Although we didn't get a cash prize, Dysnomia became eligible for a place on the "Contest Finalists" section on the dashboard. More on that later.


One of the more common comments about the game is the respawning of enemies. In Dysnomia, the only enemies that are gone completely once killed are the bosses. All of the other enemies are spawned constantly, so there's always something to shoot. Many players didn't like that, and suggested that once the player clears a floor, the respawns shouldn't happen - or at least occur less frequently.

Looking back on it, I agree. If I was doing it all over again now, I could create a more tense and atmospheric game by using spawns more intelligently. Combine that with better use of the lighting system and it could have been an entirely different experience. The fact remains that Dysnomia definitely became more of a standard frantic dual-stick shooter than a story-driven adventure shooter. Maybe next time?

On a more personal level, I would have like to have used the motherboard/device mechanic a lot more. Motherboards in the game were inserted into and removed from devices such as doors, terminals, turrets and switches to power them up and down. The initial idea was to have more of those devices so the mechanic would become almost puzzle-like. If combined with less frequent enemy spawns, more motherboard/device puzzles would have been great. However, I think due to the overall speed of the game the frequency of the puzzles was just right. Any more and the player wouldn't have had time to solve them in between bouts of shooting!


And now to the boring business side of things. Dysnomia cost me around 800 hours of my time, and probably the same of Leon's. We couldn't possibly hope to make enough money to pay us a full wage for that much work. Good job this is just a hobby, right?

I spent around $100 total on assets for Dysnomia. Most of that went toward the sound effects I purchased from Soundrangers. That's right - I created a nine-level, three hour or so long indie game for $100. That's £70, give or take. So if you're looking purely at the bottom line financially, Dysnomia has made about ten times what was spent on it so far.

The music was mostly free-to-use public domain stuff composed by Matt MacFarland. The title track was made by one of the original members of Team Mango (as it existed back in high school), Adam Bartlett. The in-game ambient track was purchased from Shockwave Sound and composed by Bjorn Lynne (who wrote a lot of music for Team 17 and the theme music for Alien Breed 3D).

As I said, Leon agreed to do the artwork based on a 50/50 profit share, and I was lucky to find an artist that has the same passion for making games that I do. Any money we make is great, but it's not our focus at all.

And so, to some numbers. Here's a pretty chart:


Fairly self-explanatory. Firstly, not a great conversion ratio of around 6%. Secondly, you'll notice that huge trough between the end of March and the middle of June. End of march is when we dropped off the Indie Games new arrivals dashboard list after the first ten days or so. We then had very few sales and trials, most of them were driven by the reviews we were getting.

On the 15th June, the game was promoted to the Contest Finalists section of the dashboard, and that's where things pick up again. Sales aren't quite what they were in the first week, but the conversion ratio is similar. We currently average around 4.5 sales/day. I expect the sales to continue this way until we're pushed off the Contest Finalists section sometime next year.

Here's the totals for 19th March - 18th August:
  • Trials: 8002
  • Purchases: 487
  • Purchase/Trial Ratio: 6.09 %
So, we're nearing 500 sales fast. My personal target for Dysnomia was 1000 sales, and it looks like we'll reach it if things stay as they are now. What's more impressive is that 8000 people out there have played (or at least downloaded) my little game!

What makes me a little glum is thinking about where we'd be without the DBP placement. Sales and trials were dire in April and May when we weren't on the dashboard top lists. Even with some great word-of-mouth, we were nowhere. It goes without saying that if we were looking for financial success, XBLIG was not the place to find it with a game like Dysnomia.

I priced Dysnomia at 240msp. It's the price point of a quality XBLIG game that actually wants to sell some copies, which would not happen at 400msp. I think it's a fair price. When we drop off the Contest Finalists section, I'll drop it to 80msp. That's fairly selfish (and probably quite mad!), but it'll be a reasonable experiment to see if a quality game like Dysnomia can make some sales when not on the top lists. Should be interesting!

So there you have it. Dysnomia in a (rather lengthy) nutshell. The best game I've ever made and some of the most enjoyable coding I've ever done. I improved as a developer by an order of magnitude whilst writing it, and will always look back on the process fondly. Financial success maybe not, but a personal triumph indeed.

5 comments:

Robert said...

Thanks for the post-mortem! Quite an interesting read. And you can count me among your fans. Although I haven't finished the game yet (got about halfway through), I really liked what I've played so far.

Oh and I thought the constantly respawning enemies were a nice touch - combined with the limited ammo, it gave it a much more frantic feel than it would have had otherwise. I do agree that some more variety would have been nice though.

Zman said...

I'd not played the game so I went and tried. To be honest I can see why your conversion rate isn't that good. I was barely into the game when the trial ran out. All I had managed was a bit of shooting and reading all the nice pop ups.

Even worse when the pop up came and told me I could save at any time I tried and 'save' was disabled. I restarted and was back at the beginning. I didn't want to read all your help again so that was it.. on to the next game.

I think a better trial experience could have really sold this one. The art and feel is great.

Gareth said...

@Zman: Thanks for the constructive criticism, and sorry you didn't have a good first impression.

Nobody ever bought up the trial experience during playtesting, so I'm definitely going to go back and take a look at it and see if I can improve it.

Maybe a self-contained trial area with less tutorial and more shooting may help.

Roy T. said...

Hey Gareth,

Excellent post-mortem I wish every developer would write such a thing.

I'm very glad that you found my A* tutorial helpful. (btw they have been improved again by a helpful reader)

I would try out your game, but unfortunately us Dutchies can only write and not play XBLIGs :(.

Jason Doucette said...

Thanks for the post-mortem. I love when developers share their thoughts, for good and bad. I feel I should give my personal feedback, if I haven't already on the forums (I don't recall).

I've followed this game on Youtube for some time, itching to try it, since I love dual-stick shooters.

I really really wanted this game to work, but the trial didn't give me fun shooting action, confused me right off the bat with pick-ups, and which way the path was, and what I had to do, and finally when I got a chance to shoot, I felt weak, and the trial ended.

You made a great move by recognizing your flaw and making it dual-stick, but you didn't recognize the fun-factor that was missing due to the low rapid fire rate and strength of the enemies. If it's any condolence, the extreme vast majority of indie dual-stick shooters fail here leaving the gamer underpowered. I think if the design had recognized this was primarily a shmup, secondarily a puzzler/adventure, you'd have a MAJOR win.

I would consider a Version 2 that addresses these MAJOR issues; it could provide a decent income for many hours of work already put into this game.

Jason Doucette / Xona Games