Unity 3D and iOS Development
Posts tagged indie
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.
Hey World, come run over some clowns
Nov 12th
My first Unity 3D indie game, Sparky the Road Clown, is now in open beta on Facebook. It’s integrated into Facebook via dimeRocker Arcade, which is a super platform and has provided a super easy way for me to add leaderboards, achievements, social media aspects (inviting friends, comparing scores), microtransactions and more. This is not a paid endorsement or anything — I just get to use their product and I’ve been really, really happy with it. The guys at dimeRocker have been super helpful, their devs and product managers really responsive and it’s just been a great experience overall.
Walk a mile in my big, red clown shoes.
Oct 28th
Well, last night I decided to dress up as the character in my indie Unity3D game, Sparky the Road Clown. I managed to make one small child cry and fulfilled a number of requests for hugs and people who’d like to honk my nose. Here’s the original character concept art that Chris Magee sketched and colored and a slightly disturbing picture of a clown, with me underneath that makeup and wig.
I plan on doing it again at some point, hopefully with a little yellow hat, the full costume (which I believe my wonderful wife is going to sew for me) and the rest of it. You can’t see ‘em in the picture, but I do, indeed, have big red clown shoes on.
In game related news, the game is coming along well, and I’m ready for people to start checking it out…
Sparky is almost ready to go live…
Oct 8th
It’s been a while since the last update, but we’ve been working like mad monkeys to get everything finished. Despite PETA putting out a game about abusing clowns (via elephant), we feel like our game is *the* game to play if you don’t like clowns. We’ve made a ton of improvements to the game, including upgrading to Unity 3.0, which is just stellar.
Here are a couple of screenshots from the most recent version:
Running over clowns? There’s about to be an app for that
Jul 7th
It’s July, and we’re only days way from launching our new game, Sparky the Road Clown on Facebook and iPhone. We’ve already done a “soft launch” on Facebook, which means we’re letting a few people play the beta and we’re opening that up to more and more people as we add in and finish out more things. We’ll be opening it up to the world and sending the app off to Apple for approval within the next 2 weeks.
It’s great to see people who haven’t seen or played the game yet figuring out the key to knocking Sparky into the open railroad car at the end of the street, or better yet, knocking him way over the trains off the edge of the world (oops, gotta fix that). I’m getting some really good feedback from gamers and non-gamers alike. I can’t wait for everyone to see and play Sparky, but the world will have to wait a little bit longer. While I can’t wait for absolute perfection, I do want to wait for the right balance of quality and timeliness.
Here are a couple of new screenshots — the first is our excellent ngame loading screen (as usual, done by the talented Chris Magee) and the second is a screenshot showing off the new train cars, sky/background and Sparky taking one right in the face.
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.



