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Help with executing my idea!

Idea threads

Spikeroo

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Ok, I have this really cool idea for a game that I've already got positive feedback off of, but I don't know how to make it. I want to make it for the Apple iPhone, but I don't know where to start. advice please!
 
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speedyexe

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Its my idea also - it depends what kind of game it will be:

-if 2d just learn cocoa (native iphone language)
-if 3d i would recommend UDK or Unity 3d (im learning udk at the moment)
tutorials to make games in udk here:
Unreal Development Kit 3 - iOS Mobile Game Production | Eat 3D

you also have to get knowledge of 3ds max to making 3d models like characters or enviroment (trees, rock and shit :D )

i can help u if your project is interesting.
 

Spikeroo

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thank you speedy, that post really opened a lot of doors, and as for your help, i would love it. few more questions. Do I need a MAC to make the game i want? and how would i go about publishing my game to where i charge like 1.99 or something for it
 
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speedyexe

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If you want to make in native apple programming language (cocoa) you need Mac bcos software to make it only runs Mac platforms, UDK runs on PC and Unity3D runs on mac and pc as far as i know.
For publishing just buy developers account on itunes (about $300 or less) and put game on itunes.
You can also buy your own game to increase ranking if you have alot money to invest :)
 

CyrusVirus

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Try to find, befriend, and collaborate with someone who has experience developing apps for iTunes. You can find out from them what steps you need to take, like setting up an apple dev a/c, where to get resources for GFX, be it in 2D or 3D, how to get apps approved for the iTunes store, etc. I've had a little experience working with Unity3D, but whatever experience I've had can be summarized into this, without a programmer you will a respectable challenge ahead of you. OR. If you are indeed a programmer, you still need to find yourself a competent GFX artist to help develop a visual style that is metaphorically speaking a purple cow in the market.

Also, I'm curious... Since game dev is quite reliant on visuals, I was wondering if you are going to spearhead the idea and gameplay mechanics only? Or are you also directing the art-style of the game? What is your current bg? Perhaps I can share more of what I know about game dev once there is a clearer picture of your current abilities :)

Cheerios!
 

speedyexe

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Try to find, befriend, and collaborate with someone who has experience developing apps for iTunes. You can find out from them what steps you need to take, like setting up an apple dev a/c, where to get resources for GFX, be it in 2D or 3D, how to get apps approved for the iTunes store, etc. I've had a little experience working with Unity3D, but whatever experience I've had can be summarized into this, without a programmer you will a respectable challenge ahead of you. OR. If you are indeed a programmer, you still need to find yourself a competent GFX artist to help develop a visual style that is metaphorically speaking a purple cow in the market.

Also, I'm curious... Since game dev is quite reliant on visuals, I was wondering if you are going to spearhead the idea and gameplay mechanics only? Or are you also directing the art-style of the game? What is your current bg? Perhaps I can share more of what I know about game dev once there is a clearer picture of your current abilities :)

Cheerios!

You have right with Unity 3D but in UDK there is kismet so even nonprogrammer could learn quick and start making simple stuff without programming skills.
There are plenty tutorials just sit and start doing it.

Im learning animation in 3ds max and UDK, i know its not impressive bcos iv just started but my progress is growing in it.

my blog Daniel Szulc
 
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CyrusVirus

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Hi Daniel, just browse through your blog. Your animation works are in good progress, so keep the consistency going ;)

Unfortunately, I have no experience in 3D Studio Max or UDK. So far I'm only familiar with Maya and the very basic game development process after having worked in my local gaming industry for a short 1.5years, including working for a iPhone app & games dev start-up for 6 months before it folded. That's where I experienced the challenges and road bumps that anyone trying to develop an app or game would face.

Seems like you are really serious about getting the skills needed to get a game out on the iTunes store. Keep it up!
 

speedyexe

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I cant upload more animation bcos now im working at actual project so it secret but after developing why not :) but I will post stuff that iv learned and my own game progress will be shown also.

Can u tell something more about that games dev startup? (for ex. how to get started that kind of startup?)
and what you can tell about developing on iphone? (better free with commercials or maybe only for 1 dollar?)
 

CyrusVirus

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Hi speedyexe,

So far I would take the freemium and the demo approach, start out free but with downloadable episodes, or downloadable premium content that each cost around $0.99 each or in packages. Having a few options makes it flexible for the customers. I believe it's called 'making it easy for the customer' in the advertising world if I'm wrong. Saw that in Will Ferrell's movie, Everything Must Go.

As for the demo, or the lite version as they call it. It's playable but usually restricted to the first few levels, The purpose is to get the players immersed and cut them off right there. This makes them wish they had the full game, that urge pushes them to justify making a purchase. "Aw, man I was having so much fun! This is worth it for $0.99! I gotta tell John, Michelle, and Andrew too!" -That's usually what does it in my community, and it spreads like wildfire among us.

Here's why I observe it to be these two to be the best approach.

1. The Freemium approach: Players have no risk downloaded your app/game. Once they get into it, some might not buy it; some will. It's better to get it into as many hands as possible and deliver tremendous value in terms of gameplay, replayability, and great art direction. The motivation for purchase would have to come from how polish the game is in terms of gameplay, content collectibles, and premium content that are exclusive to the seasons. Such as special content that's exclusively available on Christmas, New Year's Eve, Valentine's Day, etc.

Personally, I bought almost all of Minigore's character lineup, simply because it was polished and it felt as if I was collecting something tangible. Notice I typed FELT, it was an emotional buy. From a producer's POV, it was a poor choice to make. I've learned from that, and this is my take-home lesson: Make your content seem like quality collectibles, think Hot Toys or Marvel Sideshow figurines quality but in digital content.

Also, just to share something noteworthy. Minigore's downloads spiked when they released it for free for a few days, while not all the downloads will transition into sales; it will still help market it to potential buyers who would be more than willing to pay to unlock premium content.

I'm sure you are aware of this trend by now, Steam's Team Fortress 2 just adopted this model some months back. And they are making more out of it than selling the game itself. Some items cost more than the original game's price. This strategy is pretty much a norm in the iTunes app store. If you do some research on Gun Bros iTune page, you will notice some people paid as much as $99.99 for their in-game content. It's imperative that you provide a wide range of purchase option for your audience from $0.99~$99.99 should you adopt the freemium strategy. Some buyers are time conscious and would rather spend money to unlock everything on the go, plus I believe it feeds their ego too at the same time. Win-win-win. Apple gets a %, you get yours, they get theirs.

2. Lite version approach: Again, with this you take the risk factor out of the equation for your audience. They get to pretty much preview up to 25% of the game before it ends prematurely and the buy-it-now page pops up. Fruit Ninja does this, but eventually I believe they will too adopt the purchasable in-game premium content. But considering them to still being touch phone's staple app/game, I doubt they need to rely on premium content.

This strategy has helped many app devs finally make some sales. Especially those who initially released only the priced version.

With that said, the marketing for your game has to be built over time. Starting a dev blog with an opt-in form would be a great start. Your friends and fans can follow you through newsletters, Twitter, Facebook a/c. It's imperative that once you do so, keep the updates rolling out. No matter how small. The previous company I worked for folded because the angel investors didn't see any updates for too long, so they got jumpy and bailed. Plus, you will feel great that your game is seeing progress daily, weekly, or monthly. So will your supporters.

Here are a few approaches to your marketing strategy on iPhone, understand that this are just my observations and by no means can be use as substitute for professional advice.

1. Build list through dev blog(concept storyboard/pitch, character dev, progress, etc), Twitter(for mini updates that lacks visual content, perfect for telling them you are running into game glitches and are working around the clock to get them addressed), Facebook(so that people can share there to other friends), and of course through your newsletter(the trick is to keep it visually heavy, leave out the words. It's a game you are creating anyways.)

1a. Once you have some prototype gameplay footage, pimp it to iPhone app/game sites like Slide To Play and Touch Arcade.

2. Release the priced version first - then set it on sale - back to priced - then to free - then back to priced. This strategy was documented in MJ's book where he created an illusion of a sale.

3. Or, release a lite version and a priced version. Works perfect if your app/game does not have in-game purchasable content to begin with.

4. Or, release a Freemium. Where you make $ from the in-game store itself. This will put the app/game into many hands but whether it is compelling enough to make them pay from their wallet is another question. A trick is to plan episodic contents that is either season exclusive or something relevant to the game's story.

Wow, this was a long post. I hope you will find some valuable information within these paragraphs mate. I gotta get back to hustling ;) Cheerios!
 
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