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TripleRGames

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Reply with quote  #1 
Hello everybody,

I'm a small, "One Man Show" games studio.

This, as you may see, it's my first post here. I have found this forum as I was looking for mobile games monetization info and I decided to stick around. I'm new to this whole Mobile Game development process (don't be too harsh with me) and I thought this is a good place to be to receive great info regarding the topic.

I'm not so new to the Game Development process though. I made games only for PC, using Unity 3D, none of them was published, I started doing this after I got into an IT college as a fun way to learn programming. Now I'm in the final year, the degree exam is in the Summer of 2017. Considering the fact that my college is a double major (IT and Economics), 90% of my colleagues are building e-commerce websites. Because I wanted to do something different and had some experience with Unity and game development, I decided to build a mobile game for my exam, it's a both Top Down and Cardboard VR "shooter" inspired from an online tutorial. It will be available on Google Play Store and maybe on iOS AppStore after the exam.

I'm also planning on releasing a few other games on the Play Store before that. I found that mobile development is way "easier" and "doable" than developing for PC.

Here is a link to my Youtube channel where I posted 2 dev log videos of the game called, for now, In Your Dreams VR. I'm sure that everyone here is much more experienced that I am so, please, let me know what you think, what should I add, remove or replace.

https://www.youtube.com/channel/UCxNgdE9pWauzvHpqjoYd-BQ

Any opinion it's important.

Thanks!

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XdebugX

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Reply with quote  #2 
Nice game, I like it. I see in your first video you've built some pretty nice 3d environments. So why is the actual gameplay top down? Why not make it first person so that you see more like what the 3d environment actually looks like? Just my opinion, that it would be funner in a first person perspective even if the character still is tied to one position and can only rotate.
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TripleRGames

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Reply with quote  #3 
Hey, thank you. I choose to make it top down for two reasons. One is that I wanted to keep the first person perspective only for the VR experience, to make the player connect better with the environment, react better to it when he enters for the first time in VR. The other one is that in the top down level there is no environment rather than what the "eye in the sky" aka the camera sees so it helps keeping the app size on o decent amount.

One question for you guys, in my last video it can be noticed that there are 3 levels including the tutorial. However, in my last build I made the park level unavailable. I'm planning to add some collectibles (stars or smth like that) and make it available after the user has enough.

How will this be seen from a user perspective? Will it be seen as a challenge and engage the user to play more to unlock or not?
Thanks in advance!

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Crichton333

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Reply with quote  #4 
Developing for Steam is not that much harder than developing for mobile. That would fall under the PC domain, VR products also available.
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"Smoke me a kipper i'll be back for breakfast." -- iOS: Nebula Virtual Reality

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TripleRGames

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Reply with quote  #5 
Quote:
Originally Posted by Crichton333
Developing for Steam is not that much harder than developing for mobile. That would fall under the PC domain, VR products also available.


Not harder "per se" but much more time consuming, depending on the game's genre or mechanics, number of team members etc. I started making a "big" game all by myself, story driven, third person adventure shooter, it's on my Youtube channel as well. It's not that I can't finish it because it's hard, it's that I will finish it after a much longer period of time than finishing a simple and fun mobile game.

Cheers,
TRG

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TripleRGames

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Reply with quote  #6 
Hello again!!!

The last Dev Log is up on Youtube! Check it out here:
!!!

One question: Should I change the enemy models? What is more suitable to represent Math, Physics and Chemistry formulas? There are two questions haha[rofl]
Keep in mind that I'm not a 3D artist, never tried to model anything.

Thanks!

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XdebugX

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Reply with quote  #7 
Nice updates! Why limit them to one rewarded video ad for ammo per game? It's good for you and the player to let them keep watching videos for more ammo, as long as you have one available. I know you may want to limit their ammo to make the game harder, but it might be worth it to use another mechanism to make it harder. Making unlimited videos for ammo would be very profitable.
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TripleRGames

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Thanks for the advice. The reason I did it this way is that the "Play AD for ammo" button is also available in the In Game Menu (pause screen) so the player could watch let's say 10 ads and play for an unlimited time considering that ammo is also dropped by the enemies in smaller amounts. I wanted it to be more like Play to Win and not Watch Ads to win.

I'll look into it anyway and maybe make the enemies die after 2 shots and the Boss after 4 so it will be a little tricky when there are more than 10 spawned, remove the Ad button from the IGM and leave only the Ad from the "You are out of ammo" screen available everytime the user is down to zero.

Thanks again.

How about the enemies? Any ideas on them? How to make them more "eye candy"?


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XdebugX

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Reply with quote  #9 
Quote:
Originally Posted by TripleRGames

Thanks for the advice. The reason I did it this way is that the "Play AD for ammo" button is also available in the In Game Menu (pause screen) so the player could watch let's say 10 ads and play for an unlimited time considering that ammo is also dropped by the enemies in smaller amounts. I wanted it to be more like Play to Win and not Watch Ads to win.

I'll look into it anyway and maybe make the enemies die after 2 shots and the Boss after 4 so it will be a little tricky when there are more than 10 spawned, remove the Ad button from the IGM and leave only the Ad from the "You are out of ammo" screen available everytime the user is down to zero.

Thanks again.

How about the enemies? Any ideas on them? How to make them more "eye candy"?



Since the enemies are formulas, a Matrix type effect would probably go well with them. You could do some type of Matrix looking animation on the formulas maybe?
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TripleRGames

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Reply with quote  #10 
This sounds good. I don't really know how I can make it happen but I'll look into it. Thanks for the idea.

My main problem with the enemies is the cubic shape. Another idea I had was to model the letters to make the formula in 3D, put a nice glowing texture on them to stick out and maybe add a simple left right up down moving animation but again, I'm not a modeller.


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TripleRGames

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Reply with quote  #11 

Hello everybody!

First of all I decided to draw a mouth and some angry eyes to the enemies and keep the cubic shape. I think it makes them look a little more realistic.

Second, this is the first icon design made for In Your Dreams VR. It is inspired by the icons of Clash of Clans, Boom Beach etc. displaying the "angry" man/enemy. Special thanks to kompleted.com for sharing this awesome background in his topic.
icon256.jpg 

Here it is. What do you think?


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XdebugX

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Reply with quote  #12 
Nice icon! I've also heard that the face or character icon has been studied to be one of the most appealing icons to users. I also like your new formula look, much better than the flat formulas.
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TripleRGames

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Reply with quote  #13 
Thanks, I made a couple more with different BG color and I can't make up my mind on which is the most suitable one. I find that creating "store art" (icons and screenshots) is a really difficult thing lol. Or maybe is the lack of artist inside me what makes it feel so difficult.

icon256_2.jpg  icon256_3.jpg  icon256_4.jpg 


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XdebugX

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Reply with quote  #14 
Quote:
Originally Posted by TripleRGames
Thanks, I made a couple more with different BG color and I can't make up my mind on which is the most suitable one. I find that creating "store art" (icons and screenshots) is a really difficult thing lol. Or maybe is the lack of artist inside me what makes it feel so difficult.

icon256_2.jpg  icon256_3.jpg  icon256_4.jpg 


Usually whenever I have several icon versions for an app, I will run an a/b experiment on the Google Play store and let the players choose which one they like the best. Whichever one gets the most installs.

https://developer.android.com/distribute/users/experiments.html
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TripleRGames

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Reply with quote  #15 
Hello all,

I've been away for a little while. This doesn't mean I've stop working on games.
Last week I got into Augmented Reality for education purpose and this is what I got.

The goal of the game is to punch to death as many zombies as possible in the given time.



I would love to know what is your opinion about it.
Thanks!

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TripleR Games Dev Diary -->http://www.howtomakemobilegames.com/post/tripler-games-dev-diaries-8322158?pid=1294158117
Games I'm building --> https://www.youtube.com/channel/UCxNgdE9pWauzvHpqjoYd-BQ

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