18 karma · joined March 26, 2011
mattmccomb at gmail.com
www.mattmccomb.com
As a caveat to this I'd also like to see support added for hosting multiple versions of an app on the store at any given time.
Competition is too much of a motivator for me and my competitive personality. As soon as a competitive element is introduced to exercise it completely takes the fun out of it.
As the size of the consumable increases so does it's shipping cost and difficulty. Which in turn might imply that fewer people would buy a TV online, than say a piece of clothing or a DVD. This is turn would force consumers to overpay for their TVs, not many high street shops can compete on price. This inflated price is in turn passed on to the 2nd hand buyer when the original purcahser experiences regret for the high price they paid.
Then again, I could be completely wrong.
As hiring processes go it was easily the most enjoyable and beneficial (from my perspective) that I have experienced. Not only did it provide me with an opportunity to prove my ability but it also gave me an insight into the company, their working environment, my potential colleagues and the work they do.
Obviously a day is a large time commitment but if the hiring company can obtain enough assurance from a CV/personal recommendation that a developer is capable then it's an extremely beneficial process for both parties.
Thanks for the link, it'd be rude not to buy a used copy at that price!
I was aware of it, although not to the extent that I am now. Awareness wasn't the reason for the decision however. The decision was a mix of naivety and a desire to learn as much as possible about game design/development. Writing my own engine was therefore a bit of a self-learning process. It certainly was beneficial but not a process I would repeat or recommend for a commercial/releasable game - especially for indie devs.
- What sort of feedback did you get and how did you go about getting it? Prior to release I pestered friends, family and strangers. I would make a concerted effort to mention what the game in conversations (if the other person reciprocated with interest). This often led to a description of the concept, mechanics and a short demo/play test. I did this from day one - when there was literally a ship on screen with a control pad. Immediately I was told that the controls were too sensitive - but as I alluded to you become blind to these things when you spend your days play testing your own game.
- Are you not planning to develop any more games? (Based on your first sentence.) For me the process was about two things - 1. the challenge and 2. the experience. Games are difficult and they involve some fairly complex design/coding problems, that was the attraction for me. I don't have a particular affinity/interest in games development - so I'm not sure I would jump into another game immediately.
I would however love to remake the game using a framework and with some more polished graphics. I actually really enjoy playing it and think the concept works well. Unfortunately my own decision to custom design the engine has potentially hindered the enjoyability and limited the functionality.
- What is the concept of your game? It's an asteroids clone with a bit of a twist. The asteroids can be one of a number of colors and the player has to switch bullet colors to match their target asteroid. Hit an asteroid with the wrong color bullet and it spawns more.
- How far are you in development? Complete - you can check out some pics and download (it's free) from the official site... http://www.mattmccomb.com/Coloroids/index.html
As for the trials and tribulations...
+ Use frameworks - I handcrafted my engine from scratch. My maths/geometry isn't bad but implementing the physics and rendering took me much longer than any other aspect of the development. And for what gain? I learnt a bit about maths/physics but it's not useful to me. I would have been better off using a library (cocs2d, unity, etc.) and pouring my time into gameplay.
+ Finishing is the hardest part - Adding features and tweaking control systems, that's fun! Coding menus, creating icons and writing app descriptions, not so much. I left all the dull stuff to end. I spent my last week of development writing emails to app review sites and creating promo images/videos. I suggest that you plan ahead and do some of the dog work as you go. It'll make completing much easier.
+ Feedback is Critical - find a diverse range of testers, old, young, gamers, non-gamers and let them play your game from day 1. They are the most vital source of feedback you will find. NEVER rely on your own judgement - you're your own worst critic.
+ Enjoy the process - build a game you enjoy playing and believe in.
Sometimes I combine all three in the reverse order.
I was psyched to start playing around with the prediction API but just got totally put off by the new API pricing/management. I'd argue that the restrictions are now so tight and cumbersome that there's no real sandbox environment to encourage devs to try out the services. I'm a touch disappointed.