Hi everyone,
My team and I released our first game, Gun Frenzy, to the Windows Store a few days ago and we're working now on porting to Windows Phone. I thought it would be good to post up a developer blog post just to show progress on the port and get feedback from the community.
For those not familiar with Gun Frenzy, it is a top-down action shooter involving two lovely ladies trapped in a demonic prison. Here is a screen shot for you to understand the kind of game it is:
Over the weekend, I did a direct port over to Windows Phone and the results were surprisingly good. I thought that it would be too slow to play and unresponsive but it appears I underestimated the graphical power of my Lumia 920 as it was surprisingly smooth. The game did heat up but not nearly as many games I've played. Still, I'm sure there is room for improvement so I'm going to work on the optimization steps. My dream would be to have it work on a 512Mb device but I suspect that may not be achievable ... but I'll try my best. A 920 or anything newer should be no problem though.
So on the to do list:
1 - Add Touch Screen Controls
2 - Tweak the UI to accommodate touch controls (make sure that UI elements aren't covered up by where the player would typically put his or her fingers)
3 - Mobile optimization (reduce draw calls and further compress textures for you techie types)
4 - Tweak gameplay to make it play nicely on a touch screen. I find touch screens harder to use than a mouse or keyboard so the difficulty of the game should probably be toned down.
5 - Adjust in-game ads to work with Windows Phone ad providers rather than Windows Store .... also switch to interstitial ads rather than in-game ads.
6 - Test, test and more testing....
So to start things off ... a question to the community. I'd like to test out various monetization methods for Gun Frenzy. The Windows Store version is a free download with ad support and a couple of optional in-app purchases. I'm not a fan of "Pay to Win" / Freemium garbage so I'm never going to go that route where players have to buy in-app purchases just to clear a level. However, I'd like to try a paid game with a trial. Would it be okay to have the Windows Phone version of Gun Frenzy be a $1 or $2 game download with a 1-day trial and no in-game ads? I could put the existing in-app purchase items as game unlocks that you get after you complete certain achievements or number of levels or something ... or just leave them as in-app purchases as they really are just nice-to-haves instead of requirements. Ideally, if I do have a in-app purchases in the Windows Phone version, I would want anyone that's purchased them on the Windows Store to not have to pay twice and I believe that's possible. Okay, sorry for the long post ... upcoming posts will be shorter and sweeter.
My team and I released our first game, Gun Frenzy, to the Windows Store a few days ago and we're working now on porting to Windows Phone. I thought it would be good to post up a developer blog post just to show progress on the port and get feedback from the community.
For those not familiar with Gun Frenzy, it is a top-down action shooter involving two lovely ladies trapped in a demonic prison. Here is a screen shot for you to understand the kind of game it is:
Over the weekend, I did a direct port over to Windows Phone and the results were surprisingly good. I thought that it would be too slow to play and unresponsive but it appears I underestimated the graphical power of my Lumia 920 as it was surprisingly smooth. The game did heat up but not nearly as many games I've played. Still, I'm sure there is room for improvement so I'm going to work on the optimization steps. My dream would be to have it work on a 512Mb device but I suspect that may not be achievable ... but I'll try my best. A 920 or anything newer should be no problem though.
So on the to do list:
1 - Add Touch Screen Controls
2 - Tweak the UI to accommodate touch controls (make sure that UI elements aren't covered up by where the player would typically put his or her fingers)
3 - Mobile optimization (reduce draw calls and further compress textures for you techie types)
4 - Tweak gameplay to make it play nicely on a touch screen. I find touch screens harder to use than a mouse or keyboard so the difficulty of the game should probably be toned down.
5 - Adjust in-game ads to work with Windows Phone ad providers rather than Windows Store .... also switch to interstitial ads rather than in-game ads.
6 - Test, test and more testing....
So to start things off ... a question to the community. I'd like to test out various monetization methods for Gun Frenzy. The Windows Store version is a free download with ad support and a couple of optional in-app purchases. I'm not a fan of "Pay to Win" / Freemium garbage so I'm never going to go that route where players have to buy in-app purchases just to clear a level. However, I'd like to try a paid game with a trial. Would it be okay to have the Windows Phone version of Gun Frenzy be a $1 or $2 game download with a 1-day trial and no in-game ads? I could put the existing in-app purchase items as game unlocks that you get after you complete certain achievements or number of levels or something ... or just leave them as in-app purchases as they really are just nice-to-haves instead of requirements. Ideally, if I do have a in-app purchases in the Windows Phone version, I would want anyone that's purchased them on the Windows Store to not have to pay twice and I believe that's possible. Okay, sorry for the long post ... upcoming posts will be shorter and sweeter.