Archive for the ‘iPhone’ Category

iPhone Game Collaboration Experiment

Saturday, May 9th, 2009

Well, if you haven’t already guessed, I’m the Founder and Lead Software Engineer of JSeuss Software (http://iphone.jseuss.com). After the success of some of my recent projects (Pegs in Space for example) and given our game engine has reached a certain level of maturity, it’s time to go that extra yard. 

That’s why I’m trying out something different.  I’ve always liked isometric turn based games (XCom – UFO: Enemy Unknown being the classic) and now I’ve got some resources at my fingertips, I’m getting the team to put together an isometric strategy game made primarily for the iPhone.  But here’s the different part – I don’t want to develop this game in secret until the end.  I think it’s important to show what kind of things go on behind the scenes and to allow players to give feedback early and often.  And I’ll be letting some parts be totally influenced by the fans.

To start it off, a name has to be chosen for the new game.  All submissions welcome. Head over to http://game.jseuss.com/ for more info -it’ll be up soon.  The person who comes up with the winning name will get an App Store Promo Code for Pegs In Space, and also for the new game once it’s released.

iPhone Application Marketing

Monday, March 2nd, 2009

There’s nothing quite like spending hundreds of hours on a product just to see it get swallowed whole by the sea of other apps.  The App Store is quite unforgiving with fast user adoption at the early stages of deployment being pivotal to success. 

With so many developers out there trying to find the magic ingredient to massive success, surely there are hundreds of services aimed at the little guy who doesn’t have a big name yet.

Well, there are options, and I’ve tried a few, but if ever there’s a gap in the market for an entrepreneur to fill, getting small time Apps noticed would be it.

Google Adwords

The first path for many may be towards Google Adwords. Surely a network of ads that spans the globe will easily reach into every home and spread the news of your new app.

Unfortunately, there are a few things halting your success.  Firstly (and this goes for all advertising) your app is usually cheap – real cheap.  Somehow the iPhone App market has been driven into the ground.  If one takes a purely economical rational approach to buying apps, only one thing has to be asked – What else can I buy with my $0.99? And for most of the Apps out there for $0.99, you’re doing extremely well compared to what else that $0.99 would get you.  But customers aren’t happy.  Your App is in a no-mans land where unless you make an app that’s worth much more, satisfaction will be hard to come by.  

But all that aside, cheap apps don’t do so well when advertising via Google.  To get good ad positions, with high sale rates, you have to pay up to 25 or 35 cents per click.  And that just doesn’t add up. I’ve tried smaller click costs ($0.01) but they end up going to the wrong customers and I get a whopping 95% bounce rate on customers coming in on the ads. So Google isn’t the answer.

Admob Ads

The next big things is Admob.  Here you can create ads that appear only on iPhones, so you know people will be able to download your app.  So what did I find?  Firstly, ad click costs are much higher here.  The lowest you can go is $0.03.  So given an input of $50, I managed to get some 1600 clicks in just two minutes.  I was stoked!  1600 iPhone users interested in my ad.  And so quickly too!  But what did the sales data show?  Nothing.

Not even a little spike appeared in the sales data following the ads being placed on the network. Is this due to fraud?  Or just people not wanting to buy?  

Other

There are of course other options to advertising.  Pick an iPhone app site and they’ll usually have advertising options.  They can be quite a hefty outlay with no assurance that they will increase sales, so it’s a bit of a risk.  I haven’t tried any of these options, but if you have, please let us know what you found.

Writing iPhone Games Part 1

Friday, January 30th, 2009

It’s been a while since my last post, but that’s because I’ve been busy on my latest title – Pegs In Space.  You can check it out over at www.jseuss.com. It’s a puzzle/physics game.

Anyhow, what better reason than to share some things I’ve learnt along the way starting with …

Scope

Before writing any application you need to set a goal that is both realistic and achievable.  And this seems to be more important for games than any other genre. For some reason, people who like playing games, think that equates to liking/being good at writing games.  If you’ve never written a game before it’s probably no surprise that you shouldn’t try to write an epic FPS with realistic gameplay and story line.  But a lot of people fall into the trap of underestimating the effort to produce a simple turn based strategy, or even more common, some sort of RPG.  

If you’re completely new to the scene, try something a little easier.  Graphics and artwork will either cost you money or time (or both) so pick a game that’s both easy to draw and easy to write.  Many solitaire games are very simple and will give you an idea of how to process and transition between game states (I’ll talk about this later).  It’ll also allow you to play with visual effects without the need for high responsiveness.

 From there you can create board type games with a computer opponent, introducing AI, then perhaps branch into games with levels where object management comes into play.  The choice is yours really.  But remember to keep adding to your past experiences and release every app you build.  

But to get back to the point, keep your apps simple, with only a few features that are new to you and stick to the plan.  Release your app and start another rather than adding ‘one more thing’ until you have a big messy pile of code.  

Next post I’ll be talking about different ways to approach reuse so each app is much easier than the last.