jdodson1

Joined 01/23/2012

I'm an Engineer and built the video game community Cheerful Ghost and text based mini-MMO Tale of the White Wyvern.

2732 Posts

It's time to celebrate freedom and in this episode we do just that by talking about some of the most freedom loving games of all time. We also discuss some awesome video game explosions as well as Half-Life 3 (confirmed).

As with every episode we start out talking a bit about what we are playing and what we are drinking.

Game Jam: Distance - http://coffee_nat.itch.io/distance


In a recent Double Fine Adventure backer email they let loose that we all can expect Windows, Linux and Mac ports of the new Grim Fandango PC release.

"Double Fine is pleased to announce that, along with the console exclusive PlayStation 4 and Vita versions of Grim Fandango, Manny will also reap once again on PC, Mac, and Linux!

And that’s not all, folks! All versions will be launching simultaneously, so everyone can play on day one and not have to worry about those spoilers you’ve been successfully avoiding for the past fifteen years. (Pro-tip: stay off Twitter.)
"

When they mentioned the Grim Fandango Sony exclusive I was a bit bummed as I took that to mean Sony only. Apparently they meant Playstation only for "consoles." That said, considering Valve's upcoming Steam Machine, the definition of console is blurring some but don't tell Sony.


Comcept is continuing to release new Mighty No. 9 gameplay footage and this time it features some new stages and boss battles. With each video drop I get a bit more interested and it keeps looking more and more like it might very well be the best new Mega Man game without actually technically being a Mega Man game.


"Can't we all just get along? The nastiest, most hateful things are being said over voice chat, in chatrooms, and turning up in your inboxes. And while this is a problem across the internet, it seems particularly acute in the online gaming realm. Will online players ever play nice? The hate speech can ruin perfectly fun experiences, and abuse and alienate innocent players. What can be done? and even if you don't participate yourself, is doing nothing adding to the problem?"

What do you think, will we ever clean up the toxicity in gaming?


Broforce is a pretty unique game to hit Steam Greenlight made by great people at Free Lives. I have followed it's progress and have paid close attention to each new release as it comes. Broforce is great with a controller and is especially fun playing it with friends on couch co-op. Recently Free Lives has hinted at the next Broforce update titled "Death From Above" that will come sometime this week and I can't wait to see what it ships with. I reached out to Free Lives so I could ask them some questions about Broforce and what makes it the most amazing direct video game translation to a "freedom face punch" in existence.

https://twitter.com/devolverdigital/statuses/481838930040328192

You might also note that Alex Atkins, famed writer of the hit new Steam game "Monsters Ate My Birthday Cake" also dropped in to add some questions to the mix as well. Yay, friendship.

Death From Above Update is Now Live:

http://www.devolverdigital.com/blog/view/broforce-updated-and-celebrating-merica

jdodson: Broforce is a good example of how to do Steam Greenlight well. People love the game already and seem very happy with the updates as you make them. What do you think of how the game has been received so far?

Evan Greenwood: While I can’t say we were exactly surprised at the world’s voracious appetite for democracy, we really are glad to be the ones feeding it. All the positive feedback has been really motivating and we are truly blessed to have such a great fanbase.

Alex Atkins: Do you have a lawnmower I can borrow?

Evan Greenwood: Yes. No. Maybe. Bro Hard is quite good at cutting grass, you can try using him?

Alex Atkins: You’ve mentioned in other interviews your intention to incorporate a space opera-like story into Broforce. Any idea when fans might get a glimpse of this?

Evan Greenwood: We’d always want to keep a fair chunk of the story arc secret until launch. That said, we’re working on some snippets of story at the moment that we’re keen to show fans, and get feedback on. So there’ll be a glimpse within a month or two, and assuming we grow in confidence in our storytelling, a bit more after that.

jdodson: With that, what are you working on right now with Broforce?

Evan Greenwood: Right now, we are working on some top-secret things that we can’t wait to show off. Mid term plans include expanding on the story, locations, bros and enemies in the game. The community has also been amazingly creative with our level editor, and improving that and the built in level sharing is very high on our priority list.

Alex Atkins: Will Free Lives be making convention appearances in the near future that fans should be aware of?

Evan Greenwood: Devolver are very awesome at making sure we have a presence at all the major conventions. We will be at Gamescom in Germany in August, and at Pax Prime in Seattle at the intersection of August and September.

jdodson: Based on how well things have been going, when do think the game may ship 1.0?

Evan Greenwood: We will only ship once we are happy with the quality and quantity of content in Broforce. This makes it hard to guess what the date would be, but it will hopefully be in the next year.

jdodson: Some people seem to dislike the auto Bro-switch feature that happens when you die or rescue a hostage. Some think that it would be better to simply pick a Bro for a particular level or switch on command. Wondering what your thoughts are about this critique and if you have any plans to accommodate this play style?

Evan Greenwood: Adapting your playstyle and switching tactics on the fly depending on which bro you have is one of the core tenets of Broforce’s gameplay. When I first played Doom, I played with IDDQD and IDKFA, and it took me a while to realise that the game is simply more fun with those off, even if it meant I couldn’t use the BFG all the time. I think it’s a similar case for bro selection in Broforce. This has been so widely requested that we might consider a mode such as this, but the main campaign of Broforce will always have random bro selection.

Alex Atkins: Care to expand on the Devil character that waits at the end of most levels?

Evan Greenwood: It’s Satan. Satan is evil. If you see him, you should probably shoot/stab/burn/explode/punch him.

jdodson: As someone that is super excited for Steam Machines and the whole SteamOS/Linux mix I am curious when you plan on making a Linux build available?

Evan Greenwood: Supporting an extra platform greatly adds to development time, time that at this stage should rather be spent on adding and polishing content in Broforce. That said, there will definitely be a linux version of Broforce available on launch.

jdodson: People want more Bros. A few people in the community have asked for Broeddy Krueger, Broba Fett, Abroham Lincoln & Broda. And you know, i’d be partial to some Ninja Shell Bros or Captain Brocard. Any word on future updates featuring any of these or other community suggestion Bros?

Evan Greenwood: There’s a lot of glaring omissions in the roster of Broforce at the moment. Until recently there wasn’t a single Jean Claude van Damme character, and there still isn’t a character portrayed by Steven Seagal.

One thing we’d like to do to solve this problem, is give the community some more powerful tools so that they can easily make these characters themselves. I really want to play a campaign where I play as four ninja-trained anthropomorphic turtles, for example, but I’m not sure how everyone feels about fighting as an anthropomorphic turtle next to Rambro. So far we’ve been stunned by the ingenuity of the level creators, and so we’d like to give them more toys to play with.

jdodson: One part yet to come to Broforce are the new Alien & Contra themed levels. I can’t wait to play them and as such am wondering how the development is going? Are there any plans for any boss additions to these levels? I also heard there would be Dinosaurs. Hopefully nature finds a way.

Evan Greenwood: Contra is a game we grew up with, and really defined for us what action heroes should be doing in video games. Unfortunately at the moment we’ve got a few more pressing development deadlines, but we’re itching to get back to expanding that part of the Broforce universe.

Alex Atkins: You’ve spoken about the incorporation of female characters into Broforce, and the dilemmas of doing so. Have you gotten any feedback from female gamers that has helped your decisions in this regard?

Evan Greenwood: I don’t feel that focusing on adding token female bros is helpful to Broforce or improving representation as a whole. Instead, if someone is badass enough, we add them regardless of gender, and there is no shortage of badass female characters.

Alex Atkins: Expanding on that question, you’ve also mentioned wanting to potentially add Sarah Connor, Tank Girl, and The Bride as Bros. Any others in mind?

Evan Greenwood: Our next update will feature a new female bro that isn’t in that list!

jdodson: What is the tech stack that powers Broforce?

Evan Greenwood: Broforce is built entirely in Unity, but we are not using Unity’s built-in 2D features as they were added only recently.

jdodson: At the point that Broforce ships the final version, what’s next for Free Lives?

Evan Greenwood: Right now we are only focusing on making Broforce the biggest and best game it could possibly be. We have one or two prototypes that we might be interested in taking further once we are finished.


http://i.imgur.com/8CnnSih.jpg
Cenx, the Creative Director of Terraria just posted a teaser of a few new updates that may come to the game. They are working hard on new content to the game as well as Steam achievements and a Mac port.

"Again, there is always a chance for disaster. We are not promising or guaranteeing that we will release this. It is our intentions to do so but we will not release it unless it plays how it should."

Whereas it's not final and they might not ship the port at all, it's a good sign that they are working on it. Hopefully this paves the way for a SteamOS/Linux port which would pretty much be some of the most amazing news of the year.

http://www.terrariaonline.com/threads/an-update-on-things.154239/


A few weeks ago I was let in to Blizzard's latest game to make it to beta, Heroes of the Storm. Blizzard calls Heroes of the Storm a team brawler that at first glance seems to be yet another MOBA like DoTA or League of Legends. While the similarities abound there are some really huge differences and at the end of the day, for me, Heroes of the Storm is more my style.

Heroes of the Storm is part of Blizzards latest push into the Free to Play game genre. Starting with Hearthstone and now Heroes of the Storm, free to play is a pretty big push. Heroes of the Storm takes a page from League of Legends in that there are a few heroes that randomly unlock for you to play from week to week and if you want to use them permanently you have to buy them. You can buy them straight up with money or earn in game gold to do it. As with League of Legends and DoTA 2, Heroes of the Storm allows you to purchase skins to give your Heroes a unique flavor. Heroes of the Storm takes it a step further and also allows you the ability to purchase in game mounts.

Whereas DoTA 2 or League of Legends allows you to only play on one map, Heroes of the Storm ships with 4. Each map has a unique flavor and different objective to give your team a winning advantage. On one pirate themed level, beyond pushing to destroy the enemy teams base, you can collect gold coins to give to a pirate and if you collect enough he will bombard the enemy base.

One of the things that has kept me away from embracing League of Legends or DoTA 2 is how flippin' hard the game is to learn. Blizzard has stripped down the gameplay of Heroes of the Storm to it's basics and forgoes any kind of in game item purchasing. All you have is your hero and with each level you make choices about what skills to focus on. I really like the simplified gameplay and as such had no problem figuring things out. As someone that loves playing video games but doesn't have a zillion hours to master it, Heroes of the Storm is great.

I was skeptical Blizzard could bring another MOBA to the table that offered anything new but after playing Heroes of the Storm I can say, this isn't DoTA 2 or League of Legends, this is very different and it's good.

Oh right, the game is also beautiful. After turning up everything to the max the game looks incredible. The game didn't suffer from much lag either, but all the matches I played were against bots so that may be why.

I think it goes without saying that as a pretty big Blizzard fan, playing a game with Diablo, Starcraft and Warcraft characters in it all fighting together is pretty awesome. It's also pretty strange to have Jim Raynor deal a killing blow to Kerrigan and and then Diablo in the same game. Each of the different universes characters fit really well in the game and it didn't ever seem strange to have them together for a minute.

Heroes of the Storm seems really polished to me and I hope they unleash the beta to more players soon so you can check it out. If you have tried it out, i'd love to hear what you think of the game.


It looks like Nintendo will be partnering with McDonalds to bring us Mario Kart 8 happy meal toys. Now I haven't set foot in a McDonalds in years but this might be thing that gets me to head back.

http://www.nintendolife.com/news/2014/06/mario_kart_8_toys_boosting_into_mcdonalds_happy_meals

Redbull has an interesting article on the history of the video game cheat code. Some of this information is well known and some isn't but it's still neat to see it laid out well.

http://www.redbull.com/en/games/stories/1331660993180/the-history-of-the-cheat-code


http://i.imgur.com/hDklG.png
This post is pretty technical and if you are not interested in learning more about the specifics of web applications, pass it by.

Making a website like Cheerful Ghost isn't too hard but it does takes time. When I first launched it I was proud of it and over the last few years I have improved it. Two ways the site lacked at launch was in terms of SEO(Search Engine Optimization) and social site sharing. SEO or Search Engine Optimization is basically the art of engineering your website in such a way that it is more attractive to search engines like Google, Bing or Yahoo. The more search results you show up in the more people come to your site and the better your site does. At first I simply thought that I all I needed to do was focus on writing great original content and that alone would incentivize Google to give us a great search ranking. Whereas it's awesome to focus on great original content like we do, it's not quite the silver bullet I thought it would be.

So I started the long process of a ton of little improvements that have improved our SEO.

Unique Post Titles Make Google Happy

Cheerful Ghost requires everyone to select a game from their list when they post to the site. When the site first launched we didn't allow people the ability to add titles to posts so all games contained a heading like "Travis's Post on Terraria" or "Adym's Post on Skyrim." Because of this requirement each post about Skyrim or Terraria effectively had the same title. So if Travis wrote about Terraria 25 times each of his posts were titled in the exact same way. Originally I thought this was a good idea because I didn't think anyone would care about customizing their post heading. Come to find out this was not right from a user perspective as people really wanted to personalize the post by providing a title, but this also sucked for Google too. Google thought a lot of our content was spammy because it contained the same title and as such our SEO score was pretty bad.

After enough people asked to create custom post titles I decided to change this. Initially I was skeptical as I thought people were simply asking for something they wouldn't really use. Apparently I was wrong because they added them to each post. Not only that but Google started scoring us better and as such, we got more hits per month.

This is So Meta

When Google crawls Cheerful Ghost it checks the HTML and embedded in that HTML are two meta properties that Google uses for search results. One is the title tag, which in Cheerful Ghost's case is populated with the post title and the META Description which is populated with the post body. These show up in Google as the page title and description, but don't take my word for it. In Google Chrome you can check this out by clicking "View / Developer / View Source" on the following page:

http://cheerfulghost.com/jdodson/posts/2021/interview-w-alex-preston-creator-of-hyper-light-drifter

Search engines love titles and descriptions that naturally flow from the content of the page as do people searching for content as they can use them to find the content they want.

Human Readable URL's Are Magic

Another SEO trick I have heard about for quite some time and got around to implementing recently are user readable URL's. It's easier to show it off so i'll paste one below.

http://cheerfulghost.com/Travis/posts/2106/terraria-the-animated-series-episode-1

Basically, we put the post title in the URL. Not only does this allow the user to know what they can expect by looking at the URL before they click, Google also seems to love it too. When I created Cheerful Ghost I wanted our URL's to be meaningful by design to allow the user to know something about the content. By visually parsing that URL you know that Travis wrote it, it's post 2106 and now, what the post is about.

But we don't just do it for posts, we do it for events too.

http://cheerfulghost.com/jdodson/events/58/steam-summer-sale

And games.

http://cheerfulghost.com/game/24017/monsters-ate-my-birthday-cake

So not only can a user visually understand what is going on, but Google loves it too.

After adding relevant text for the content at the end of the URL and updating the Cheerful Ghost sitemap to reflect this we have seen a very significant jump in the pages Google now holds in it's search index for Cheerful Ghost but also a jump in search listings and clicks. It's hard to say how significant right now, but the numbers keep going up so in a few months i'll know with greater detail.

Incremental Improvements Over Time

There is no silver bullet to making a website that does well online. I think it's a bunch of things starting with a simple design, awesome content, a great community and a solid set of technology. If I hear about a new thing that I add to the site that makes things better, I do a bit of research on it and if it makes sense I incorporate it into what we do. After that I use analytics to determine how effective it was. If it works, I keep doing it and if it doesn't I rip it out.

As I learn more about what works i'll let you know.


In this thrilling episode of the Cheerful Ghost Roundtable we talk about the 2014 Steam Summer Sale, E3 and PC gaming. We start everything fresh talking a bit about what we are drinking and what we've been playing.