Archive for the ‘iPhone game development Series’ Category

Soft Freak Fiesta Lite is now available!

February 24, 2010

Soft Freak Fiesta Lite is now available as a free download in the App Store!! softfreaklite Download it now and start bumping against online players around the world using WiFi. Remember, the more people who download the game, the more people you will have to play against. Spread the word and have some freaky fun! You can download the game, for free, at this link: http://itunes.com/apps/softfreakfiestalite

Soft Freak Fiesta Update 1.2 is now available!

February 15, 2010

The next round of freaky fun has arrived in the App Store!

The update includes 3 new gamemodes: Boom Maracas, Jungle Smash, and Capture the Sombrero! A frisky new race of freaks, the Klouds, have also joined the Fiesta and are ready to clobber anything that gets in their way!

We have fixed some bugs and made the lobby more responsive! The addition of the lite version, which will be available very soon as a free download, will also bring many new players to challenge online at all hours of the day!

This new update also brings the retirement of a playing field. The freaks continue to bump their ways towards bigger and better things. They now face the challenge of dueling other freaks in new, exciting levels.

We weren’t able to squeeze compatibility with Facebook Connect into this update, but you can expect for that and even more features to follow very soon in another update!

Happy bumping!

IGI Awards in Iceland Review Online

February 9, 2010

Iceland Review has published an article about the IGI (Icelandic Gaming Industry) and the IGI Awards, both of which Gogogic is very proud to be a part of.

Follow the link to read a bit more on how Icelandic Game Companies are working together to help young developers find the tools and knowledge to turn their ideas into reality.

http://www.icelandreview.com/icelandreview/daily_news/?cat_id=16539&ew_0_a_id=357476

Gogogic interviewed by ZillionMonkey

February 3, 2010

Are you curious about Gogogic?  Would you like to know who we are and what we do?

Gogogic was recently interviewed by ZillionMonkey, a gaming blog based in Japan.  The interview covers what Gogogic does, casual gaming and, of course, Vikings of Thule! 

Get to know us a bit better!  You can find this interview at http://www.zillionmonkey.com/?p=890

A stampede of Soft Freaks is coming!!

February 1, 2010

Gogogic will be releasing a lite version of Soft Freak Fiesta as a free download very soon! Anyone who downloads the lite version will be able to play against those with the full version, adding a huge amount of new opponents for you to bump into oblivion!

Another BIG update for the full version will follow shortly after with more vicious freaks, game modes, and exciting levels!

You will also be able to brag and show off your awards and achievements using Facebook Connect!

Bump it up a notch!

Vikings Of Thule is updated today

January 19, 2010

Vikings of Thule will be taken offline for about 3 hours today while we apply a big update.

More information will be posted as soon as we are back online.

Ten things to do before creating your first iPhone game

February 17, 2009

iphone_idea_reflectLast week we wrote a post that described how Gogogic turns an idea into a game, using Symbol6 as a reference. The response to that post was so massive (THANK YOU!!!) that we figured that we had no choice but to follow up on it.

Okay, okay – we promised to do that anyway -  but 12.000 views on Youtube made sure that we couldn’t wiggle out of it.

Originally, the idea had been to write a couple of followup posts but reader feedback (via email, comments, twitter and Facebook) has made it clear that we wouldn’t be able to cover all the interesting questions and issues raised without writing two of the longest, most inconsistent posts in Internet history. And we’re kind of reluctant to do that. So we’re going to write a series – yay!

This is the first post in the series (or the second, if you include the original post) and it is intended to work as an outline for later posts – a table of contents, of sorts.

It is written in the “Top 10″ style of Guy Kawazaki – mainly because currently the writer has just read a few “Top 10″ posts by Guy and is stuck in the format. A recent David Letterman sketch on Youtube is also to blame…

But without further ado, here are “Ten things to do before creating your first iPhone game”:

1. Consider Your Goals

We’ve all heard the news. The iPhone is the “new black”. It’s the best thing since sliced bread. And the App Store is a one-way street to endless glory, wealth and fame. Guaranteed (yeah sure)!

Indeed, the App Store is truly disurptive and Apple has introduced a brilliant new platform with a lot of potential. They also offer a very fair deal to developers, allowing them to possibly break away from the traditional value chain and earn good money while Apple handles all the (boring?) sales and retail issues.

But before you go storming into the App Store, you should consider your goals. Are you looking for a few extra bucks or are you betting your entire future on App Store success? Are you just trying out your development skills or are you looking at this as a business opportunity? Is this “just another platform” for your titles or are you going to specifically design new games for the iPhone and the iPod Touch?

Goals are important because they are the foundation of a good plan.

2. Planning Is Important

When you know where you’re heading, you can plan on how to get there. Start by doing some research. Crunch numbers, glean stories of experience, dig until you have all the information you need. Try to figure out if your goals make sense.

At Gogogic, we decided that if the company was going to focus on this new platform, it would be a “long term” decision. This meant that we would be in it for the long haul, be willing to invest into building a brand along with a number of games that were specifically designed for the devices in question. Catering to the App Store would become a core objective. Which meant that we would truly have to believe that it was more than a phenomenon.

This is an “expensive” goal, so we had to make sure that we felt that we could “get there”. We spent a lot of time on planning and building our strategy, looking at the likelihood of success versus failure. We took our goals, broke them down and built our very own road map. Of course there is still a good chance that we’ll just fail miserably – but at least we had a map and a flashlight so we can’t blame it on not being prepared!

 3. Look At Your Resources

This is a simple one. Make sure you (or your team) can build whatever it is you want to make. If you do not have access to the resources needed to finish the project, you have a problem. Worse, you might think you have the resources needed, when in reality you don’t. Even first class programmers need a little time if they’re asked to implement something in an unfamiliar environment.

4. Think About Your Market

What audience are you going to cater to? Where can you reach them? How? Why will they look at your app? And what’s with all these questions?

Device owners are a diverse crowd so make sure you know what your niche is. It is always much harder to try to build something “for everyone” – some would say impossible – so knowing your market is important.

This also simplifies things when you think about graphics, sounds, advertising, promotional issues and communities. Your audience is at the very core of those issues.

5. Make Sure Your Concept Works

The real point of our previous post, where we talked about how we take an idea, turn it into a concept and finally into a working game, is making sure that your concept really works. Of course, this is harder than it seems because it can be very difficult for an “insider” to spot a terrible concept, simply because you’re too close to it.

The solution is to test early and test often and preferably get “outsiders” to validate the concept.

A funny fact. The game developer of Symbol6 walked around the office holding a  neatly folded paper version of an iPhone with a Symbol6 concept image on it. He argued that if it was fun imagining how it would actually play out, then we were definitely on to something.

6. First Impressions Are Important

We’re just saying. It’s something we put on our list because we wanted to build a brand and we wanted to be know for certain things – like polished game play, polished graphics and quality implementation. So we thought a lot about first impressions (still do). Maybe this isn’t as important if your goal is more “short term”… but still. At least make sure that your game works properly.

7. Do What You Do Best

For your first iPhone game, it makes sense to stick to what you do best. If you’re used to develop Flash based web games – small and casual – you should probably focus on something of similar size and content for your first iPhone game. As opposed to building a 3D shooter with 400+ levels.

There is also another level to this. Try to do what you do best, but do it better for the iPhone. Really think about how you can enhance the experience by utilizing what the device offers you.

8. Don’t Plan On 1.000.000 Downloads

Consider this a warning. Do not, under any circumstances, plan on your game getting hundreds of thousands of downloads in its first day. Or week. Or month. Or year. Expect it to get a few hundred downloads. That way, you won’t be disappointed.

The reality is that the odds are against you. Of course it is okay to expect the best – but prepare for the worst. Very few titles rise to superstar status – fewer still, if they are published by a previously unknown developer. There was a window once – when the App Store launched – but it has been closed for some time now.

This is one of the reasons why we’re in it for the long haul. We’re building a brand. We’re looking at long term success. We believe that eventually this lessens the risk of failure – but, of course, we could still fail badly (or just be terribly terribly wrong).

9. The Game Is Out There – Now What?

Think about how you intend to follow up on your game. Are you going to add features? Are you going to change the price if you’ve gone in too high or too low? Are you going to submit promotional codes to review sites? If so, which sites?

If your original goal depends on any kind of success factor (critical acclaim, sales figures, recognition) then you should plan your actions after the game is released. Building the game is just the first step in what might become a long journey. Make sure you’re not just wandering around in the desert.

10. Be Patient

This is the last point (finally)! We’re not entirely sure we’re right but our plan is to be patient. What this means is that you should probably not drop the price to $0.99 after 2 days if you’re not seeing sales figures in the hundreds.

This also means that you shouldn’t panic if you only have a handful of reviews in the App Store after the first week. Or if the only published review for your game is posted on your blog.

Instead of panicking, take a good hard look at the situation (every 2-4 days, for example) and go over your strategy. Ask yourself if there is something you should change or if there is something to respond to. If the arguments are there, by all means react. If not – don’t panic.

Finally

WOOT! Monster post, finally over. But where does this leave us?

Well. Hopefully we’ll be able to look at these issues (and others) in detail in a series of posts, as stated earlier. Those posts will also include additional thoughts on testing, marketing, promotion, tools and other issues that we feel are important to the “average iPhone game developer”.

Until then…

Bookmark and Share


Follow

Get every new post delivered to your Inbox.