Showing posts with label update. Show all posts
Showing posts with label update. Show all posts

Tuesday, December 23, 2008

From the cold snowy hill

A post before the end of 2008

Preface:
My mote-m experiment has effectively ended. Although it's still available in the store it has been superseded by team efforts from real artists looking to (and succeeding) at making it big on the app store. I wrote a postmortem about my experience about two months ago. I never published it because the iPhone App Store scene continues to change at such a rapid pace that anything written is immediately out-dated and irrelevant. In spite of that fact, I will share a few parts.

Introduction:
Let me say that these are my personal experiences and observations as an independent/first-time iTunes App Store game developer. I built Mote-M from the ground-up. I created the web site, wrote the code, created the art and answered everyone's kind emails. I consider Mote-M to be a success in it's original goals and a failure to achieve it's full potential. I might be wrong on any conclusions I make and apologise in advance for my poor grammar and inconsistent tense. You have been warned.

Development:
Mote Massacre, Mote-M for short, is a Tower Defense game in the style of the Desktop Tower Defense games. It started it's life in December of 2007 as a flash multiplayer game. When the iPhone SDK was announced the decision to port the game engine was made. After being approved by Apple in late-july (along with the rest of the non-special developers), I ported over the basic game and decided to launch the app as a fun toy-app for $0.99 in mid-August. The original goal was to build a fun game which would also pay for the developer registration. I really only expected maybe 20 people to buy the game. Since August I've watched the app store grow and evolve.

A Learning Experience:
Revelations I had as a complete n00b in the iTunes app store game business.

Quality of apps: The quality of apps and the relationship with an app's price and sales volume has been discussed elsewhere. It's still important to mention that with very low app prices a developer has to make money somewhere else or succeed in selling a very large volume.

Top sales lists DO matter: there are a set of passionate gamers who read the blogs and the forums and participate in the app store community but I'm willing to bet that the majority buy off the front page and the top paid apps lists. This is not surprising -- I probably wouldn't visit the forums and blogs if I weren't developing for the platform.

Rampant Piracy of Apps: The day you release your app for purchase is the same day anyone with a jailbroken phone can download your app for free. It's a fact of software -- you can't stop it, so don't try. The amount of time I spent trying to figure out the convoluted app DRM scheme could've been spent on developing a better app. To be fair the code signing stuff is pretty much a one time setup but from a goals standpoint it *just* fails.

The app store has huge potential: A developer can make a lot of money if they launch the app perfectly. Where perfectly in that sentence means: releasing an eye-catching, functional app which encourages impulse buys. Impulse buys fuel the app store right now. This may also be contributing to lower prices.

The Community:
This is one area where I was pleasantly surprised. The community of people who gathered around Mote-M are passionate and highly engaged. The e-mails I've received have been almost universally helpful and encouraging. Any developer not embracing their community is definitely losing valuable feedback.

Future Plans:
As I write this I have xcode open to a new super-secret non-game project for the mac. Once that project matures I'll return to the app store to see what sort of climate there is for indie game developers. Right now there seems to be a new flood of ports from existing games: SimCity (tm), TETRIS(r), Brothers In Arms(r), etc. Without users being able to demo apps they may stick to more well-known and bigger names instead of supporting software devs who create more original apps.



About gxjones.com:
Independent software developer Grant Jones started gxjones.com in late 2006. Grant grinds away creating another independent game with the experience he has gained from Mote Massacre and past applications he has written.

Monday, May 19, 2008

Ep15




Episode #15 is out, I completed the background on Friday, added a combat log on sat., on sunday I was rushed again to get something playable out. Players can now target things by clicking in the game and then perform actions via the buttons below the game. No spell animations yet and probably won't be until Friday. Once more of the framework is in place I'll have more time to finish update some actual gameplay with continuity between episodes, which is my ultimate goal. The flash version was nearing the point where it was strictly content development not tools and code development. CPU usage has jumped up almost double which is concerning will need to look into what is causing that.

Development shot showing the simplified collision map.

Wednesday, May 14, 2008

ufws canvas transition

My last flash version of UFWS (Episode #12) went up on Monday morning. The rest of Monday was spent transitioning all the actionscript code to javascript (and writing some notes down). Tuesday was spent finishing up and recoding some parts which basically meant cleaning up the original code a bit. The rest of the day was spent making the background and updating the three widget graphics used. I was a bit crunched for time to get some decent gameplay in unfortunately. Overall, though the transition was much smoother than I imagined; there are some things I still don't have figured out. Today Episode #13 is released and is now using the Canvas tag.

The rest of my notes:

  • There are some anti-aliasing differences between the Safari on OS X and Firefox on windows - The "game-over Congrats!" image has rendered text in a PNG displays on major blurrage in firefox for some reason, on OS X this text is crisp

  • no text rendering is a problem, will need to get creative when I want to display any signage (like popup menus I had in the previous flash episodes)

  • No native IE 7 canvas (or SVG) support continues to sadden me.

Wednesday, April 16, 2008

Untitled FWS


Untitled FWS is an episodic flash web strip that will be published every week on Monday, Wednesday and Friday.
My eventual idea is to actually have an entertaining story and goals to accomplish for each episode. So far the first published one on Monday contained only the very basic mechanics. The episode published today contains an actual goal and some objectives. For the next episodes I hope to continue this development trend.
The publishing schedule is very aggressive but it should force me to streamline the whole development process or fail miserably.

Maybe I'll give it a name soon too!

Saturday, March 1, 2008

2/29 end of the week

Got some gxjones.com updates in development including discussion forms. My new pet project deals exclusively with the underlying back-end forum stuff... more news on that to come later. So updates to the site may be delayed, oh well -- it'll be worth it.

Of interest to me this week:
The Lemon parser Generator LALR parser generator used by SQLite
Pygments Python syntex highlighter... unfortunately I didn't have enough patience to get the output to play nice with this blog :(
ustr via anarchaia - agreed - this library still seems sort of heavy