Unity 3D and iOS Development
Game development
How awesome is your iPhone app, really?
Apr 28th
Why feedback?
As programmers, we get so wrapped up in seeing an app evolve from a vague idea into into a real game that we often miss a critical element of the process — user feedback. It’s essential for you to get your app into the hands of people as early as possible (even earlier than you think!) to get feedback from them. It’s been said that “No battle plan survives contact with the enemy” — and while our end user/test subject certainly isn’t the enemy, it’s pretty likely that they’re not going to use the app the same way that we would. The longer you’ve worked on something, the more it becomes second nature — just like years of Photoshop use builds a strong and fast proficiency with Photoshop, all the time you’ve spent working on your app will often blind you to basics or things you missed (like the word “test” in the text field for the user to enter some data — oops).
Make Your Game a Purple Cow
Apr 14th
Seth Godin points out in his Purple Cow book that no one will pull over, take pictures and call their friends to see a cow that looks just like all the other cows you’ve ever seen. However, if you were driving along and saw a cow that was purple… you’d have to stop and check it out, call your friends, take pictures, etc.
Check out the Disgruntled Fowl App!
With all of the apps in the app store today, it’s not enough to make one more Angry Birds clone. Or one more block dropping clone. Or one more doodle jump clone. Or one more… well, you get the idea. Seth defines a purple cow as something that’s remarkable — and his definition of that is simply that someone will make a comment (or a remark) about it to someone else.
People think that taking a successful idea and copying it will give them success. In some limited ways, they might see a little bit of return on their investment, but for the most part, you never hear about “that fantastic new game that’s identical to but not nearly as nice!” because most clones are not nearly as nice. The games that really stand out and do well (both in a hurry and long term) are games like Tiny Wings.
More >
Old School Code Review – Pen & Paper
Mar 31st
Forest for the trees
Sparky the Road Clown – Evolution of an Idea
Mar 17th
When I tell people I’m making a game about running over clowns, I invariably get the “wow, how on earth did you come up with that idea??” look and/or question. This article will trace the evolution of that idea, the gameplay and the graphics from a silly name to a finished game.
Just a name
The name Sparky the Road Clown is actually a name I’d had in my head for years. When somebody would cut me off in traffic or something like that, I’d say something like, “Hey, Sparky- nice driving!” or “Watch it, Sparky!” and I imagine a lot of other people say similar things. Over time, I associated Sparky and road craziness and I came up with the name Sparky the Road Clown and even came up with a little backstory: he used to be Sparky the Rodeo Clown but had since gone off the deep end and became Sparky the Road Clown. This name (and the concept of rodeo clown to road clown) stuck in my head for several years before iPhones were even around.
Fun and profit from a game still unreleased
Mar 3rd
Welcome to my first #iDevBlogADay post — I hope it’ll entertain and encourage you as to how projects that haven’t seen the light of day can still be profitable. This is where we start:
1. Make Game
2. Don’t release it
3. Profit!!
Wait, that’s not how that scenario typically goes, right? Well, stranger things have happened…
The Name and the Game
It all started about a year and a half ago when I started working with Unity 3D and had a name in my head — Sparky the Road Clown. I wondered what I might be able to do with a name like Sparky the Road Clown such as, would it be a game like frogger but with a clown? Would he stand in traffic and mock cars as they went past? That was my initial idea, but it didn’t sound like much of a game. Eventually, I decided that it would be a showdown between clown and car in a dark alleyway. My 6 year old son was a big part of the inspiration, and the initial conversation went like this
me: do you like clowns? him: nooooo
would you like a game about clowns? nooooooo.
what if you were running them over? <pause> yeeeaaah!
From there, I got in touch with a couple of talented friends who were happy to bring my vision of clown vs car to life by doing the artwork and doing the voicework with me doing the programming. The gameplay itself continued to evolve over time to where it’s at now, which is still based on the “joust” type premise — you get one shot at the clown per round. You hit him, or you don’t, and the round is over. Score is based on how far you knock him each round (either by hitting him with the car, or with the large spinning mallet on top of the car) multiplied by how many unique items in the level that you’ve knocked him into over the course of the game so far (that doesn’t reset each round). But all that’s not important right now.
What is important for the focus of this post is that A) it’s nearly finished and B) while it’s not released yet, it’s still helped to earn some income. As for A, we should be going to the app store within the next few weeks. Sparky the Road Clown will be on iPhones and iPads and everyone will be able to get their coulrophobia treatment for their favorite iOS device. As for B, technically, it’s been out on Facebook since June, but that’s been in closed beta and pretty under the radar. And the game hasn’t sold any copies, so how has it made me any money?
Unity3D + dimeRocker = iPhone + Facebook
Jun 25th
As I’ve mentioned before, I’m using Unity3D as my development environment, and I’m planning to deploy to iPhone and Facebook. I’m using Unity3D on my PC to create the application that I’m then moving that every so often (one way) to Unity iPhone on the Mac. While this isn’t an optimal workflow, it’s still not bad at all if you’re planning to deploy to a platform besides iPhone (like say, Facebook). In a few months (weeks?), Unity 3.0 will be coming out and it will have a single, unified development environment and I imagine that what I’m doing now will be much easier, but when I started development on this project in the fall, that wasn’t an option. I did realize pretty early on in the process that I wanted to deploy out to Facebook and that it wouldn’t be that much more trouble (and I was right, thankfully). In March, at the GDC (Game Developers Conference), dimeRocker began making themselves known to the world. It sounded like a perfect match for me — it works with Unity, and they provide a series of addons to integrate your Unity3D game to Facebook.