Monday, October 21, 2019

Duel Otters is revived

First of all look at the post date of this previous post in the series :, this post is the final one. "What the fuck" I genuinely thought. How did it went from July to almost the end of October! Hahahaha!

It didn't go to waste as that was spent on learning how to make a servicable game backend (Firebase Firestore + Protobuf) and creating a new website (Svelte + Rollup) which the tech used are completely new things for me, but I let the technical things slide for now. This article instead I want to talk about how I feel yesterday.

It's done. Duel Otters 2.0 rework I started working since around 20 April. That makes 6 months for this game savaging project. The game is revived. I am not letting you die. It may have started from just a simple reason back in university. The reason for fighting now may change (a bit), but I still loved the content I made the same. Though I hope that you see how far things had came from that point. Life's really interesting.

Tuesday, July 9, 2019

I was here : the story of Duel Otters 2.0 rework

Been too long since I posted anything here, and it's troublesome to type them all out later to catch up, annoying just like maintaining a changelog later.

I am not sure anymore what was already said or not, so roughly :

- Duel Otters finished before I go to Japan. From that point the team basically reduced to me alone.
- I was able to push few updates from Japan, including voice acting and Japanese localization. But at the same time I have to focus on academic papers and also pursuing my next dream : Mel Cadence, my music game.
- After I graduated and came back to Thailand, I continued working on Mel Cadence.
- However it's not pure game dev, many opportunities, many hesitations. I took various part time jobs (hit or miss). I started maintaining things on Asset Store. (right decision, I am very proud of them) Mel Cadence has bad performance, and it went through one epic rework to Unity's new ECS system, which take time to learn. I started a new which I maintain English knowledge articles. Then I bought Tecre's badge making machine, because I got some idea about this as a new business for my future if the game isn't enough to feed, I would have some backups if I grow a new business now.
- And then I took more part time jobs because I need money for a desktop with decent graphic cards to do 3D/video works. This money has not yet arrived yet as of today. (Ryzen 3000 arrived already, PT please give me money money...)

It's not that I abandoned Duel Otters. But everything above that piled up make my Mel Cadence plan delayed, which I planned to work on Duel Otters afterwards.

Then it came to one point, that I think a change of plan is needed. I feel that I have already failed my Mel Cadence - then - Duel Otters plan because I could feel the breakpoint, that Duel Otters is rotting. Why? I could left it stale like that without no updates and the app works just fine.

Friday, July 27, 2018

Since when did I lose an ability to fight for myself?

Long time no see isn't it?

In fact I have so many outlet to write things nowadays that I haven't put anything in here for ages.

For silly things it would go to Twitter, for game development related which supposed to go here it instead go to my page which "supports" both Thai and English, both educational post and "story" post about hardship in game devs.

And then some sensitive personal thing would go to my personal blog where I thought no one would come to read. I feel more secure there and I feel better to let it out.

For extra sensitive thing it would go to my diary (physical).

What about this place now? I think it is for when I want to write about somewhat sensitive thing but thinking that it would be better expressed in English. Also I think this place is more "deserted" than my personal Thai blog (just guessing) and so it feels even more secure here.

Anyways let's go to the point.

What's the point of making game? Of course everyone wants to finish the damn thing and put it out finally so that someone can play.

But from the beginning, I am full of extrinsic motivation. Of course I want to make a game because I want to do it once (or more) in a lifetime this would be a reason for myself. However there's more reason which at that time I think, they are just secondary. But no I was wrong all along.

Monday, August 21, 2017

The freelancer's advantage of continuity

Something new I learn recently was "continuity". That is when you managed to do something continuously it results in a bonus to your learning.

Currently, I have been working on the game for more than 12+ hours every day without caring about anything. (I totally forgot that Friday to Sunday are supposed to be special, but I go to the cafe to work on the game anyway)

I couldn't stop because I know if I am losing the streak then I would get less done when I resume! That sounds a lot like incentive system in social games nowadays isn't it? It's true! I work through "weekend" not because I am crazy, but it is a mix of it's what I want to do anyway, I want to get more done in less time, and afraid of losing streak.

Monday, May 15, 2017

How much life do you have in your job?

Since new year, I have changed to a new person. I decided to get serious. From October (I graduated and decided to go full-time game dev alone.) to December I realized I am not at my full speed.

From January till now is a different story. The period of no blog post from then till now is the proof that I am very engulfed in "my own" work. The Pokemon Moon I bought day 1, I haven't reached the first gym yet by now. That's because I decided to play it hardcore and select Japanese language... (And now each conversation took 10 minutes!!)

I want to write something as a checkpoint. Most of the thing about my dream game Mel Cadence has been said in Thai in my other blog (

I am still job-less. I could not believe about half a year had passed! I have tried finding a way to earn money while making game as a mean of survival. In January, I got a web dev job with my friend, who recently got married! That said a lot about his/her progress in life, and the amount of money he/she have, and how much I am behind even though I am at the same age.

Sunday, December 11, 2016

The butterfly effect of salary system

In my previous post I did praise a lot about salary. However! there is a catch!

I once thought, when I am rich I would make a company that allows flexible time. If you are done with the work early you should be able to go home sooner. If you need to be absent tomorrow then you can work overtime for 2-3 days to make up for one man day that you will be absent. Why can't you work from home and measure work based on your task? Or other thoughts along these line.

Then I talked these with my friends why no such company exists in common. The answer is surprising, it's all because the after effects of a salary system!

Monday, November 28, 2016

Success and scale

I have an interesting idea of how to approach making games for living.

You might have heard that game X is a "commercial failure". That's because the profit could not compensate money spent.

Based on that instance, many pro game creators is going around talking what kind of games can earn money, be it gacha game or match-3 with lives, but in the end your "design" is limited by this kind of situation.

I could not make a simple 2D action game because it would fail commercially. For example.

Then I have an interesting idea, what if I think this way, if I manage to reduce money spent on the game? What if I degraded to working alone so the large cost of salary money for team is going away? What if I does not party every now and then and save money?

Suddenly, I think many possibilities have opened. Many "low money" design is now possible depends on your scale...

Looking at the music game I am working now. To think about it, the game would fail if I did not work alone! The salary cost would heavily outweighs its monetization design. If I want to have teammates I might have to change its IAP model to something other company is doing. But thinking in other way, because I am working alone and cutting cost, a new game design is now possible! Isn't that exciting? A game where a lot of content is free and that is possible because not much money is needed for the devs, the players might be happy and feel refreshing to play, and also sufficient for me alone to live from it..

Someone said, making a game is not a one man show. But that really depends on your game's scale. By reducing the team size, at the same time you can reduce the requirement for your game to become a success. What is a success? Success is when you are happy with your work. That might be you get enough money from it or you are proud of it.

The post does not have conclusive end, just an interesting thought.