
GDC 2010: Canabalt postmortemFiled under: Gaming, Software, Other Events, iPhone, App Store "What kinds of games do you like?" Adam "Atomic" Saltsman asked of his panel audience at the Canabalt postmortem during the Game Developer's Conference in San Francisco. "Role-playing" was yelled out, as was "puzzler," and eventually Saltsman picked "platformer" as the genre. Without another word, he quietly went to work on a laptop. Then, his partner at Semi Secret Software, Eric Johnson, took the podium to tell us all about what it was like to make one of the App Store's most popular games. He started by saying that the game was originally developed in just "five very long days," and was created for the Experimental Gameplay Project and based around simplicity -- it only uses six colors and, obviously, the one button. For a game that's so simple, it actually had a lot of complex influences. It drew from older games, like Another World and Flashback, as well as modern works, like Half-Life 2 and District 9. The level design was originally assembled around the idea that "the farther you go, the harder it gets," but they later evolved the difficulty to be based around the player's running speed, so that, to an extent, you could self-mediate the difficulty by hitting obstacles and slowing down a bit. The buildings were all designed with what Johnson called "lego pieces" -- little bits of graphics that are interchangeable to create somewhat randomized designs. Jackson also talked about what he said might be the most inventive part of Canabalt: the marketing. The game was originally designed as a Flash game, and throughout the entire time the game was available for $2.99 on the App Store, there was always a free complete version available online for the public to play. The developers were ok with that, however, for three reasons. First, they said, there was no Flash on the iPhone, so if you wanted to play the game on the iPhone, you had to buy it. Second, there was a "try before you buy" element that a lot of people liked, and that they believe sold some games for them. Third, they figured some people would buy the game just to support the developers, especially because of the Flash game. Jackson said no matter what the reasons, having a free Flash version to play worked great for them (they shared that they'd sold 115,000 copies on the App Store in just five months), and while the server costs of keeping a popular game up online are not insignificant, Semi Secret Software will continue to do the same thing with their future games (in fact, you can currently play Gravity Hook HD, their next game, online right now even before it's released on the iPhone. The other decision they made on marketing was with price -- despite calls to the contrary, they decided to stick with the $2.99 price on the iPhone. That proved to be very "polarizing" -- almost all of their App Store reviews mentioned the price, both positively ("this is totally worth the money") or negatively ("How dare you charge this much"). They believed that while they would have sold more copies at 99 cents, the $2.99 price gave them a different type of customer, and as they showed with the chart below, they got a different type of reviewer. Free apps, they said, tend to attract a lot more negative reviews in general, while people who pay for paid apps tend to take a little more "ownership" in the game they support. Finally, the guys announced their brand new development kit for the iPhone, called Flixel. The app, which they're bringing into a closed beta right now but will eventually release publicly for free, is designed and used by the guys to bring Flash games right over into the iPhone, and help developers rapidly prototype Flash games in an iPhone format. To show off the software, Saltsman hooked the computer he'd been working on into the projector, and showed off a quick little platformer game (as per the audience's request at the beginning of the 20 minute panel) called "Platformer (I guess)." The game was super simple (and bugged -- he had to tweak it a little bit as he played, and the little guy couldn't go downstairs), but it was a very nice working prototype of a possible touch-based platformer. Nothing you could sell, but as a demo for Flixel, it worked. We'll keep an eye out for both Gravity Hook HD and Flixel, and we'll try to corner the guys from Semi Secret later this week to try and talk to them both about their work on Canabalt and what they're up to in the future. TUAWGDC 2010: Canabalt postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 10:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
Poynt for iPhone is a mixed bagFiled under: Freeware, iPhone, iPod touch, App ReviewPoynt has come to the iPhone, after having been a very popular free app on BlackBerry phones. Poynt provides local searches of individuals and businesses. It also shares a database with Open Table, so you can use it to make reservations at restaurants. Unlike the BlackBerry app, it has augmented reality, but is missing some features beloved by the Blackberry crowd. Like some of the other iPhone search apps, you can enter the name of a business, and get a phone number, links to a website (if there is one), a mapped location, or directions. If you use the theater search, you'll find nearby movie houses. You can also search by movie genres, or get a list of the top 10 box office films. You can't buy tickets, but you can stream trailers. When you search for restaurants, you get similar results to those of the business search. Results include phone numbers, restaurant websites, maps, and directions. You can also narrow your search by cuisine, or by distance.For any business, you can save the information to your contact list, which is a nice feature. If you turn your phone to landscape mode, you get either a map, or you can select the augmented reality view. I don't think that view adds much to the program. You can see a business name floating on the screen, and click for information. You won't get a distance to the destination in AR mode, just a little floating label. Basically, it's a yawner. What's most frustrating about this app is the inconsistency of the way information is presented. When you search for restaurants, you are presented with a nice list that lets you choose the type of cuisine, but when you are searching for businesses there is no list. You have to type a name of the place you are looking for, or manually type something like supermarket. It's not exactly a time-saver, and that's just what you want from an app like this. It needs to be quick and easy. Now for the omissions. The BlackBerry version gives you an up to date gas price directory based on your location. The iPhone version? Zip. The developers say it will be in a future update. At the end of the day, Poynt has promise, the price is right, and it is somewhat useful. It doesn't break any ground over other similar apps like Around Me or Where To?, which are better organized and easier to use. We'll keep an eye on Poynt and see how it evolves, but at this 'Poynt', even for free, it's not going to become your favorite app. Poynt runs on the iPhone or iPod touch, and requires Phone OS 3.1.2 or greater.TUAWPoynt for iPhone is a mixed bag originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 09:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
GDC 2010: How to develop an app with EA MobileFiled under: Gaming, Developer, iPhone, App Store For the first panel of day two here at the 2010 Game Developers Conference's iPhone gaming track, Oliver Miao of Centerscore Studios took the stage to talk about working on Surviving High School for the iPhone as a part of Electronic Arts' Mobile division. As Miao made clear early on, he's an "insider outsider" at EA: his company was started with a few friends, purchased by Vivendi in 2006, created a hit mobile game called Surviving High School in 2007, and was bought by EA in 2008. Last year, they were commissioned to recreate their game for the iPhone. In one of the most interesting iPhone panels at the conference yet, he talked about the ins and outs of working with EA on an iPhone title, and explained both, what it was like to work with the company, and his own philosophies on game design, especially concerning in-app purchases and microtransactions. Most users seem to believe that microtransactions and episodic content are, at the very least, a pain to deal with (and are, at worst, a scam), but Miao is convinced that they're actually necessary to having a successful game -- he said that every developer, going forward, "will need to have them." Read on to find out why. Miao told the story of creating the game for the iPhone -- early last year, EA Mobile came to Centerscore and asked for an iPhone version of their game, and asked that it be done quickly and cheaply. Quickly because, as Miao explained, EA is very intent on seizing new technologies fast. iPhone OS 3 had just been announced, and EA wanted a game with microtransactions to go up on the App Store quickly. And cheaply because Miao says both EA and Centerscore were worried that if production costs ran high, the game would need a higher price than just 99 cents, and wouldn't sell at all. So they had just a few months to put a successful microtransaction model together on a platform that they weren't sure their audience (teenagers using mobile phones) was even using. The first model they came up with was a kind of virtual currency for the game, in which you'd spend real money on ingame coins that you could then spend on more content. But virtual currency isn't technically allowed in the App Store (even though some developers do it anyway), and EA didn't want to shake the boat with Apple. Miao says he was surprised by that -- he thought that EA, as a big company, could get away with whatever they want, but instead he found that the opposite was true: they had to follow the rules even more closely, since one game could upset the entire relationship with Apple. So the next plan was to follow the Pocket God model, says Miao. His team noticed that the reviews on Pocket God loved the free weekly content, so his studio thought they'd develop weekly content for free, and then create exclusive content to sell separately as microtransactions. EA rejected that idea in a greenlight meeting, however -- they said that no, the studio couldn't give away free content that it could be charging money for. The next idea they came up with was timed content -- they would give away that week's content, and if the player wanted any old content, they'd have to pay to catch up. But this model was rejected as well, and at the same time, development on the game wasn't coming along correctly -- EA executives visited to play the game, said the quality wasn't up to snuff, and threatened to end the project. Miao says this was surprising: it showed that not only is EA very interested in the quality of their games (despite doubts of some), but that they are very agile when it comes to dropping projects and distributing the resources elsewhere. Even if a game is almost done, if EA doesn't like it, they'll cancel and move on without a second thought. So the studio went back to the drawing board for a ten day push last summer, and when they were done, they re-pitched the "timed content" idea, this time stating that the weekly content was actually "promotional," and offering up microtransactions both for past weeks' content and next week's content as well. Additionally, they emphasized hitting the top 50 paid apps as a goal, and this time EA approved them. Miao says that he found EA's approach to microtransactions very interesting -- the executives he worked with, he says, firmly held the belief that microtransactions should be for extra content, not content that you originally planned with the game. In other words, you don't sell levels that should be released with the game via in-app purchases -- you make a solid game experience, and then make more levels after release to sell via microtransaction. If customers pay you more money, you give them extra content, not content that was in the original game plan. Interesting take. Surviving High School for the iPhone released last November, and while the game floundered at first (causing anxiety at the studio), a listing in the "What's New" section of iTunes catapulted them out from obscurity and into the charts. Miao shared a few lessons from their sales. He says that the "TV model" they came up with worked: you can sell a game based on episodic content and charge money for the old episodes. He also says that ratings matter a lot -- the game had one bug that caused their iTunes ratings to drop (even though people liked the game), and that directly affected sales. Once the bug was fixed, the ratings rose back up, and sales followed. And Miao had some interesting thoughts on microtransactions, too. He said that microtransactions actually drove sales peaks -- when new content is added to the game every week, the team sees a spike in both sales and in the chart listings on the App Store. He says that microtransaction revenue definitely translates to where a game is listed on the Top Grossing chart, and that directly moves games into the Top Paid chart, both of which drive sales directly. In other words, Miao believes that a successful paid game on the App Store must have microtransactions to stay successful. "With no microtransactions," he said, "your app will be at a disadvantage." It was a pretty fascinating conclusion for those of us who have been watching the App Store from day one, and Miao's experience with EA Mobile showed a few good insights about how that big game developer thinks and works. Even he said he didn't agree with everything they did -- as "a startup guy," he says "it was often a pain" to deal with some of their rules and procedures. But big companies are trying to figure out the iPhone platform just like everyone else, in their own way.TUAWGDC 2010: How to develop an app with EA Mobile originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 08:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
HP attacks Apple iPad over FlashFiled under: iPad During CES 2010, HP gave the public a slight tease of its upcoming slate device. The touchscreen device, which runs Windows 7, sports a form factor similar to Apple's iPad, as well as similar uses; it supports eBooks, music, videos, and of course, the Internet. But wait, there's more. According to a post on HP's Voodoo blog, the device will give you a "full Web browsing experience," not a "watered-down Internet" with "sacrifices." In other words, the HP slate device supports Flash and, well, the iPad doesn't. While the blog posting didn't mention the iPad by name, it was fairly clear that the statement in question was an indirect jab at it. Accompanying the post is a short, 30 second clip. The highlight of the clip, which occurs toward the end, shows the user going to Hulu.com and watching a Flash-based video. The reason that the clip is only 30 seconds long, and the Hulu portion is at the end of it, is that running Flash may have drained all of the device's batteries before all footage could be shot. (Just kidding! I couldn't help myself). On a serious note, while the lack of Flash on the iPhone, and now the iPad, has its drawbacks, these drawbacks have been muted to a degree. The advent of the App Store created a non-Flash, potentially monetizable, playground for the creations of developers and content creators to play in. In addition, HTML 5 is emerging as a potential Flash development alternative. via [AppleInsider]TUAWHP attacks Apple iPad over Flash originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 22:45:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
Valve on Mac piques interest from other game developersFiled under: Gaming, Multimedia, RumorsNow that Valve has committed to offering full support for the Mac for both its in-house games and Steam, its digital game delivery system, other developers are expressing interest in the Mac as a gaming platform, too. Gas Powered Games, creator of Supreme Commander 2, Kings and Castles, and Dungeon Siege, has said of the Mac: "We, as a developer, will include a Mac platform option in all of our proposals moving forward. We're in 100 percent support of it, absolutely." Chris Taylor, founder of Gas Powered Games, says that porting games over to the Mac is relatively easy since Macs and PCs now have largely identical internal architectures. Intel processors and ATI or NVIDIA graphics cards are common to both platforms, making game porting far easier than it was back in the PowerPC days. Taylor also says that recent rises in Mac sales are another contributing factor making the Mac a more attractive target for game developers. Swedish gamemaker DICE, best known for the Battlefield series of games, may also be throwing more support behind the Mac -- one of the company's lead developers has said that "We're currently investigating the possibility of making [Battlefield: Bad Company 2] available on Mac." That's not as big or flashy a commitment as Valve or Gas Powered Games, but considering the popularity of the Battlefield series, it still goes a long way toward improving the state of gaming on the Mac. Over the next year or so, many other developers are likely to be watching Valve's success (or lack thereof) on the Mac with a very keen eye. If Valve manages to make a healthy amount of money by selling games to Mac users, it may only be a matter of time before many more gaming outfits follow suit.TUAWValve on Mac piques interest from other game developers originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 19:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
Count The Beats: Inspiration... two apps for the musician on the moveFiled under: Multimedia, Software, iPhone, App Store, MusicRecently I've been preparing to move home and finally did last weekend. Naturally I had to pack up all my musical gear, equipment and of course, my Mac. In the week leading up to the move, I've had my iPhone and nothing else. With no creative outlet and the pressure of looming project deadlines, I found myself scouting the app store for a fix to help me start fleshing out a few creative ideas. This is what I found that worked well for me. 1. TonePad and TonePad Pro The iTunes Store describes TonePad Pro as "...the easiest way to make music. Discover the inner musician in you. Create songs by simply touching." And this is exactly what I found. With a 16 x 16 matrix, and an easy-to-use user interface (literally start tapping your fingers and music is made), I found myself coming up with little melodies and tunes immediately. Although you only have the 16 x 16 matrix, to me, what initially seemed quite limiting soon became a boundary for creative focus. You can save an unlimited number of tunes to listen back to, and upload them to a shared server where your buddies can check out what you've been musing. With the paid version, you can save your melodies into a ringtone that will sync back to your iPhone, too. 2. Flourish Flourish is something a bit more immersive. While having a steeper learning curve, there's loads more to explore here. The user interface is really fresh and unique (especially for the iPhone), and presents a creative challenge in focusing your composition whilst giving you the space to try different approaches to what you are creating. Basically Flourish represents musical phrases as physical loops: -Record loops with expressive multi-touch keyboards. -Generate percussive and melodic sequences. -Build arrangements by ear or by eye. -Select from a consonant collection of instruments. -Sequence loops by connecting them in chain. Check out the Flourish website for a few demo clips. Let us know in the comments below what other apps for the iPhone / iPod Touch, or the Mac, that are inspiring you to make music.TUAWCount The Beats: Inspiration... two apps for the musician on the move originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
GDC 2010: Call of Duty: World at War Zombies postmortemFiled under: Gaming, Retail, Software, Developer, iPhone, App Store Russell Clarke of Ideaworks Game Studio hosted a post-mortem report near the end of the first day of GDC 2010 about Call of Duty: World at War Zombies for the iPhone. The game was one of the first big brand hits on the App Store -- it successfully brought a game mode from one of Activision's Call of Duty console games (originally developed by Treyarch) to Apple's handheld device. After a quick joke about how a "post-mortem" was an appropriate exercise for a game about zombies, Clarke got into the nuts and bolts of how Ideaworks went about adapting the game for the iPhone. The most major feature of the game's development, he said, was the decision last year around this time to sit down and work on prototyping for about six weeks. Nowadays, there are a few successful first person shooters around the App Store, but last year, FPSes were still a new genre for the iPhone, so the team decided to really brainstorm how one would work on a touchscreen. They started by looking at the original game developed by Activision and Treyarch. Zombies is a extra mode of Call of Duty: World at War that was developed as a "lunchtime project" -- a few developers threw it together on a whim, and enjoyed it so much that they released it as DLC, outside of the original game. So Ideaworks wanted to run with that vibe -- create a game that you could play on your lunch break, or squeeze into a few minutes. They did find that the App Store tended towards more casual and family games, but they didn't feel that the mature game could be successfully translated to a family-friendly format. Instead, they decided to stick with the blood and gore: "Activision," Clarke joked, "said we would have to learn to love our 17+ rating, and live with not releasing in every country in the world." And they also wanted to create a game with "relaunchability," a term that a developer at Treyarch coined. "What keeps you relaunching the game," said Clarke, "is that, like most zombie games, you don't really win. You're just postponing your inevitable death." He also said that learning became a big function of the gameplay -- the game allows you to defend the same environment against zombies every time, so eventually you learn the best spots to make a stand, and so on. Before development even started, they created a set of benchmarks in terms of performance and gameplay that they wanted to hit: Twenty zombies felt right for gameplay (you'd only be fighting 10 at any given time, but 10 more would be hanging around in the background), 20 FPS seemed like a good target for speed, 2000 triangles for graphics, and of course two thumbs ("the amount that most people have") for control. The controls were probably the most interesting part of prototyping -- Clarke says his team really tried to brainstorm an interesting way to control an FPS on the iPhone. The problem, however, was that in an FPS game, you're doing three things (running, looking, and shooting), but you only have two thumbs to do them with. One prototype they created had you tilting the accelerometer around to move (while looking and shooting with two onscreen controls), but for some reason, that made everyone who tested it rather dizzy. In the end, they went with a compromise, including a few different choices: a dual stick standard, an aiming assist system, and even a mode that only slightly uses the accelerometer to look around. Authenticity was another question -- obviously the iPhone doesn't have the processing power of the latest and greatest consoles, so Ideaworks had to work hard to walk the line between keeping the game running smoothly and keeping it detailed enough to compare to the bigger title. They did a lot of pruning on the original model work, turning geometry into straight textures, and cutting off 3D modeling that couldn't actually be seen by the player (the original team had even modeled tree roots underground, rendered on the Xbox 360 and Playstation 3, but never actually seen). They did things like not animating enemies when they weren't in the player's line of sight, and just using a sphere for the grenade hit model rather than actually modeling the shape, since it worked just as well. In the end, the iPhone had only about 1/7th of the geometry of the original game, but Ideaworks tried to make it at least look as similar as they could. Multiplayer was a challenge, but fortunately, Activision had already created an online backend, so when Ideaworks hooked into that system, they were able to put together all of the multiplayer ideas they had (2-player, 4-player, and even a full online system) and then some (host migration was a project one of their engineers threw together in his spare time, and Bluetooth multiplayer was also added in on a whim). Finally, Clarke shared a few lessons from the game's development. In terms of the controls, they learned that offering a choice to the player is sometimes the right move, and when there is a choice, you usually need to force it at some point (if you hide a different control scheme in the options, most players will never find it). Piracy was something else they learned -- while Clarke was hesitant to speak much about his opinions on piracy, he did say that it was easier to pirate the game than anyone on his team believed, and that in the first days of the release, they saw a significant number of extra users playing than had actually bought the game. Still, Clarke said that the game had done very well -- they've been high on the App Store's Top Paid list ever since release, and while he didn't mention sales for the main game, he said that the lite version has seen over three million downloads. Clarke's panel offered up an interesting look behind one of the App Store's big name hits.TUAWGDC 2010: Call of Duty: World at War Zombies postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
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