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Creating one Game a Week - devlog

Discussion in 'Works In Progress - Archive' started by TSharp, Jan 6, 2016.

?

Does the game seem interesting?

  1. YES!

    8 vote(s)
    36.4%
  2. its okay

    7 vote(s)
    31.8%
  3. no

    5 vote(s)
    22.7%
  4. the whole thread is useless!

    1 vote(s)
    4.5%
  5. Week 0 is okay

    0 vote(s)
    0.0%
  6. Week 0 is bad

    0 vote(s)
    0.0%
  7. Week 1 is good

    0 vote(s)
    0.0%
  8. Week 1 is bad

    0 vote(s)
    0.0%
  9. Week 2 is good

    1 vote(s)
    4.5%
  10. Week 2 is bad

    0 vote(s)
    0.0%
  1. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    Newest game is Ternion:
    Download: https://itunes.apple.com/gb/app/ternion/id1093645467?mt=8
    http://appart.webflow.io/




    --------------------------------------------------------------------------------------------------------

    Hi guys,
    i'd like to share my kind of new years resolution:

    For hopefully the rest of 2016 I will release one iOS game a week and share my finding/struggles on here.
    All the games will be created and submitted within 7 days to the AppStore.

    expected results of this project:
    • 52 finished games that are worth playing
    • multiple selfmade editor extension for menu creation, highscores, sharing, rating, unlockables, ...
    • 5200 total downloads -> 100 per game
    • 10€ in revenue from ads
    • learning about writing a blog
    • great time management skills
    • learning about the average player through analytics

    Now you know what i want to achieve, lets see what hopefully interesting insights you my dear reader can get:

    Starting with Week 1 I will be posting an exact timeline of the game creation and share code snippets of how I implemented analytics and insight i gained from them. And of course the number of downloads will also be shared.

    Now lets get started with what I created this week 1.7-7.7.2016

    The game is called Tap on Time and is a simple onetap game.


    Gameplay:

    The user has to tap when one of the dark markers overlays a orange circle.
    If it´s done correctly the circle is destroyed and the user gets a time bonus.

    GameOver conditions:
    The user instantly loses if he taps without hitting a circle.
    Furthermore if the user doesn't act he won't be able to get any bonus time, therefore his time will run out and GameOver!

    Sound/Music
    The game only has 2 sound effects, one when a circle gets destroyed and one when the player loses.

    Menu
    The GameOver-menu functionalities:
    • show current score
    • show highscore
    • show leaderboard
    • restart
    • share score with screenshot + link to AppStore page
    • rate the game

    Monetization
    Show ads after 10 failed games.
    Service: Unity Ads
    The ad is skippable after 7 seconds (not the normal 5 seconds)

    Analytics
    Service: Unity Analytics
    When the user loses his score and highscore are reported.
    If he shares, rates or opens the leaderboard it will also be reported.
    When an ad should be shown it will be reported if a ad is ready or not.

    Hopes for this game:
    • 40 downloads in the first week
    You might think why I would expect 40 downloads in the first week when I only think that it will reach 100 in total. Well i already released one game (it was really crappy) and saw that most of the downloads were mad in the first two weeks and then slowed down rapidly. But hey only time will tell if it will be the same for this game.
    • 20 shown ads
    • 1 rating :)

    "Stretch Goals"
    • if >500 downloads it will be ported to android with functioning leaderboard, share and rate function
    • if >1000 downloads port to windows store
    • if >10000 downloads port to apple tv
    • if >10 ratings implement user suggestions

    Known Issues
    • The very first time using the share button will result in a popup error message and from then on it will work evreytime

    Thanks for reading. If you enjoyed it please leave a comment or maybe check out the game when it is released, or check back to see if any goals are reached.
    And more importantly if you disliked this article please tell me why and maybe even how I can improve.

    TL;DR: Thanks!

    Link to the same post just on my website: http://uarmin.weebly.com/devlog/getting-started-tap-on-time-week-0
     
    Last edited: Apr 27, 2016
    jister, Azmar, Kombiice and 2 others like this.
  2. GarBenjamin

    GarBenjamin

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    Fantastic! A very aggressive goal. I know of only one other person who has done this and now has completed and released hundreds of games. Looking forward to following along. Don't beat yourself up and stop completely if you have to skip a week here and there. People get sick and life happens in general. Good luck! :)
     
  3. imaginaryhuman

    imaginaryhuman

    Joined:
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    Posts:
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    Good luck. How much actual hours of time do you plan to have available each week for doing this?
     
  4. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    @imaginaryhuman Well currently I‘m in my last year of college (engineering) so at the start I will be putting in atleast 2 hours a day, more on the weekend of course, to work ahead as I won't have a lot of time during the A-levels.
    FYI: I will be posting how many hours i worked on each day from now on.
    EDIT: Just signed up to toggle (a time tracker)

    @GarBenjamin Thanks.
     
    Last edited: Jan 6, 2016
    GarBenjamin likes this.
  5. hippocoder

    hippocoder

    Digital Ape Moderator

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    even if you do 20 by the end of it, it will likely cover a general salary if the games are actually good. This is a scattershot approach and works well if you have enough ammo :)
     
  6. TSharp

    TSharp

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    @hippocoder sadly they won't be as good as yours, but i "promise" they will be worth the players time.
     
  7. hippocoder

    hippocoder

    Digital Ape Moderator

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    Well good is relative. Lots of simple games are far better than mine :)
     
  8. TSharp

    TSharp

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    o_O Don't sell yourself short!
     
  9. theANMATOR2b

    theANMATOR2b

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    Hey Tsharp - thats a very ambitious goal. Im interested in following your progress.

    Since you have a pretty detailed plan, am I guessing correctly you already have 52 designs already created and planned for development?

    Since your development time will be less than 7 days its not likely you will be creating anything beyond single mechanic MVP's.
    I think a lot of experienced developers would say this is a great idea for you to persue - and for gaining experience in the entire creation process through deployment - I as not an experienced developer also believe it is a very good plan to gain that experience.

    One thing about this plan though - arent these type of games the exact same kind of games "we" as a development community constantly rail about "too much simple (replicatable) crap" to sort through on the stores to find the quality content?

    And if you happen to find and develop a gem of an idea - dont be suprised when that one game is cloned and improved upon several times - within weeks of release.

    What are your plans to provide improvements and/or updates to the games after release? For instance the sharing bug you mentioned in the first game. Is that factored into your schedule?

    Look forward to your response and your next release.
     
    GarBenjamin likes this.
  10. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
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    You might have done this already, but you should also give RescueTime a try. (I've tried both and prefer RescueTime)
     
  11. Kombiice

    Kombiice

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    Jan 20, 2015
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    Really Cool idea !!
     
  12. chrissanders

    chrissanders

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    very ambitious goal. You should partner with an artist.
     
  13. TSharp

    TSharp

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    Mar 3, 2015
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    @Venryx thanks for tip, but i will stay with toggl for now, as i only need to know the total time.

    @theANMATOR2b I haven't created a single graphic in advance, except some of the game design.

    Some of the games could/will be replicable crap, but currently I will rather try and fail as to work months on a project, and then being unsatisfied with the result because of changes to the gameplay just because I wasn't able to program it right.

    The game Tap on Time is such replicable crap, but i learned a lot from the creation which will help me make the next games better.

    The sharing bug will be fixed as soon as I find a solution. I will be using a similar approach for the share functionality in the next game, so it will be sooner than later.

    Games will be updated on how well they are received = additional game modes, holiday specials,...

    FYI: the current game is a twist on a well known card game and will look way better than the first one.
     
    theANMATOR2b likes this.
  14. theANMATOR2b

    theANMATOR2b

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    This is understandable - but if you have designs already created, and have set a prototype phase for your development of these small games, this late stage revelation - the game isn't fun or functional - shouldn't happen because all mechanics have already been prototyped. But you are essentially doing this - with only one mechanic creation and release.

    You may consider planning a couple extended releases - maybe 4-6 throughout the year that require a little longer development time maybe 2 weeks instead of planning all 1 week releases for 52 weeks. It might be a nice change up to plan a couple 2 week dev cycles - maybe around specific holidays, valentines day, 4th of July, St Patrick day, Halloween, etc.
    Just a thought to have a slight change in development - which could be a great motivator to the repititive processes through the year and give you something to build towards as you improve your workflow.

    :)
     
    Thomas90 likes this.
  15. TSharp

    TSharp

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    Mar 3, 2015
    Posts:
    39
    @theANMATOR2b

    Will take your advice to hearth when I have the feeling that a game could be so much more and only time is stopping me from achieving it.

    I originally planned to do the one game a week thing to learn something new every week, but not only like "oh i think i understand how it should work so lets get to the next thing", I also want to use it to create a finished product which can be presented.

    e.g. Week 0 started with learning how to implement saving/loading, external links, analytics, ads, using iOS functions

    Week 1: tinder like swipe effect, how to create a quiz (check answers, ...), device input, loading from txt files, achievements

    Week 2 : if nothing gets in the way: turn based multiplayer, character selection, platformer, custom levels (level editor)

    And FYI from now on no game will have forced ads like the first one, because why should I steal somebodys time just for playing my game.

    Regarding that it shouldn't happen:

    I got into coding because I had a great idea for a game that hadn't been done.
    I decided to use GameMaker and were able to create a platformer with sword swinging, one way platforms, mini map, timer, and 2 player local multiplayer. Well it sounds easy but we hadn't done anything like that before so it was a great achievement for me.
    Then ladders were implemented, enemys, ... but I always asked myself If it couldn't be done better so firstly i just rewrote the scripts over and over but the I questioned if GameMaker was the right tool for the job or not.

    So i stumbled upon Unity and they just released their 2D-tools.
    Then I switched over to this new tool, build everything from new and then just by coincidence we found out on Steam that a game called Nidhogg existed. Well it existed even before I came up with the similar idea.
    So I compared what I had created and what this finished game had to offer.
    And well the results were that I didn't feel competent enough, even though there were some gameplay differences, that this game would be as good or wouldn't just be written of as a clone.

    So this "project" is about learning and being more aware of what I'm able to create and then being able to stick with it.

    Or as IBM Watson puts it: You seek out opportunities to improve yourself and demonstrate that you are a capable person. (according to this post) :)
    And as you can see based on the design of my Week 0 game: You are unconcerned with art :(
     
    Last edited: Feb 5, 2016
    GarBenjamin and theANMATOR2b like this.
  16. theANMATOR2b

    theANMATOR2b

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    Haha - it's in my blood - it's a curse, artist curse. But I've learned and become more aware about mechanics being king. Regarding your journey I think any dedicated time spent on graphics will get in the way of your development - especially with the limited time you have to meet your goals. Keep plugging away - If I didn't have a family, and full time job I'd also do something similar as this.
     
  17. TSharp

    TSharp

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  18. TSharp

    TSharp

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    Finished Week 1 in time. (4 minutes remaining :))
    Detailed post will be up on Saturday/Sunday.
     
    GarBenjamin and theANMATOR2b like this.
  19. JohnnyA

    JohnnyA

    Joined:
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    Posts:
    5,039
    Congrats (been lurking on this thread for a bit, just thought I would add something :) ).
     
  20. Azmar

    Azmar

    Joined:
    Feb 23, 2015
    Posts:
    246
    This is why this post is gold and very excited to see how it turns out, because normal people give excuses like this quote, "family and full time job".

    OP working his ass off in college which btw is way more work than a normal full time job would require ( which is typically 40 hours for a job a week)...and full time job still give you at least 6+ hours of free time. OP barely has 2 hours a day to spend because of studies. It is horrible when people can't "better" themselves because of everyday excuses, be it for anything in life... and they think they can be that person easily if they were not "held back" by their family or job.

    Sorry not intending to start a fight and I won't go any further on this topic, I just felt that rude comment towards OP of looking down on him was uncalled for. Good luck to OP!!
     
  21. JohnnyA

    JohnnyA

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    It seems a little ridiculous to think this is an insult, I'm almost certain it wasn't intended as one. Most people had more time and more options when they were a student.

    Any individual circumstance may be different, but I have never heard anyone say "Gee, now that I have a family and a full time job I have so much more time and so many less commitments than when I was student".
     
    Teila, GarBenjamin and theANMATOR2b like this.
  22. theANMATOR2b

    theANMATOR2b

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    @Azmar - work and life are way more time consuming than college - when you grow up you will learn this truth.

    Good luck to OP - no rudeness intended - regardless of how much your school mate wants to defend how "hard" school is :confused:
     
    Teila and Manny Calavera like this.
  23. BornGodsGame

    BornGodsGame

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    Really neat goal, but I would say that you should almost plan to not lock yourself in. If you make a game that takes off, I would immediately make a better, more polished version of it.
     
    aer0ace and theANMATOR2b like this.
  24. RavenOfCode

    RavenOfCode

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    Apr 5, 2015
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    Lol I thought he was being supportive, still you clearly have no idea what kids are. :eek: 2 hours a day seems like a dream to some parents.

    The project looks cool though, not my type of thing (I hate schedules) but still, Good Luck! :)
     
    Last edited: Jan 16, 2016
    Teila, Rombie and theANMATOR2b like this.
  25. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
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    Week One - Taboo in Reverse

    Hi guys,
    so i was able to finish week one just in time.

    The idea behind this weeks game was to use a well known card game and make it playable on mobile devices.

    I choose the game Taboo as i wanted to transform a multiplayer game into a singleplayer experience.

    Work Schedule:

    Day 1 [8.1.2016]
    Creating a Tinder like Swipe effect which the user uses to select if he wants to skip the card or not. This allowed me to test different fonts and font sizes in combination with different cards and color combinations.
    After having a rough idea of how the game should look/feel menu mockups were created.
    All in all i spend way to much time on designing too early on which lead to problems later on, as the design would change constantly and thereby "hijacked" a lot of valuable time, otherwise spend on implementing additional features.





    Day 2 [9.1.2016] - Day 3 [10.1.2016]
    These two days were used to create a function which generates cards from a .txt file.
    The .txt file is structured like this:

    Out,Inside,Baseball,Box,Crickett,Inning
    Flamingo,Pink,Shrimp,One Leg,Water,Bird

    The output should be:

    card[0]
    solution = Out
    clue[] = {Inside,Baseball,Box,Crickett,Inning}

    card[1]
    solution = Flamingo
    clue[] = {Pink,Shrimp,One Leg,Water,Bird}

    As you can see I created a custom struct called card which contains:
    public string solution;
    public string[] clues;

    Creating such a function allows easier and faster content updates later on, even though it took me two days to implement it "bug free".



    Day 4 [11.1.2016]
    Created a swipe and snap menu using UI elements and scripts.
    And some redesigning took place.



    Day 4 [12.1.2016] - Day 6 [14.1.2016]
    Finished share, rate, highscore, achievements integration.
    Changed the answer checking method to allow every kind of capitalization e.g. Test == test == tesT
    Created a .txt file with 215 cards.
    On Day 6 I had to redesign some menus and fix a bug which caused the game to stop.

    The game was finished on Thursday 14.1.2016 and development started 8.1.2016.

    Result:
    This game suffered from the implementation of fancy things such as: drop down menus (which weren't included in the end) and swipe&snap menus.
    Because of those mistakes the design didn't really get that special something and some parts had to be rushed in the end.

    Takeaway:
    The next projects will start with some simple placeholder graphics which will be changed when everything else is finished and not multiple times through development as done here.

    Furthermore the "blog" will be written daily from now as (one post then edited) as it otherwise results in such a incoherent entry like this. Next one will be better (hopefully)



    small Update: Week 0 Tap on Time
     
    Last edited: Jan 24, 2016
  26. GarBenjamin

    GarBenjamin

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    Congrats! Looking forward to week 2!
     
  27. TSharp

    TSharp

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    Mar 3, 2015
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    Hi guys,

    Im really sorry that this post comes 3 days late. (the game was still finished at the end of the 21st)

    This weeks game took inspiration from the well known arcade game Stacker.

    I choose to recreate it using InvokeRepeating, a Tweening library called DOTween.
    (http://dotween.demigiant.com/download.php)

    Furthermore I finally changed my MonoDevelop settings so that I´m able to create #regions and got rid of that pesky auto layout. As a result this weeks code is better organized.

    Implementing the Gameplay:
    def.: The goal of the game is to align rows of moving blocks on top of each other.

    At first i wasn't sure if I should use a simple raycast to check for blocks underneath or a array made of 0 and 1 representing blocks and free space.

    I decided to implement the array version as i already know how raycasting works. (from earlier platformers)

    Array looked like this:
    board = new int[,]
    {
    {0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0}
    };

    And right away it worked.

    Well it worked half of the time and the other half i received index out of bounds errors ;).
    After a short bug hunt I noticed that I had to change the x and y values of the 2d-array.
    No clue why but using board[y,x] worked whereas the traditional (logic) board[x,y] didn't. (will look into that)

    After implementing the classic gameplay mechanics I decided to make it into a endless Stacker game with only one block.
    The advantage of using only one block is, that there is no advantage gained when blocks are placed on the sides.

    IMG_6759.PNG

    Extras:
    When a height of 13 is reached all blocks are collected using a similar method to coin collecting in Temple Run.
    This "coin" collecting effect was achieved using DoTween which allowed easy event handling with its OnCompletion(action) function.
    I really liked this tweeting system so a lot of tweeting effects were added into the game.

    Takeaway:
    This weeks underlying game mechanics weren't really complex as I just wanted to focus on the basics and improve them for the following games. And furthermore i succeed in creating a game using only one texture and a few cubes.

    Thanks for reading. If you enjoyed it please leave a comment or maybe check out the game when it is released.

    And more importantly if you disliked this article please tell me why and maybe even how I can improve.
     
    Last edited: Jan 24, 2016
    GarBenjamin and RavenOfCode like this.
  28. GarBenjamin

    GarBenjamin

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    You are doing great. Just keep on moving forward! :)
     
  29. Billy4184

    Billy4184

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    Looking forward to seeing more! If I were you though, I would gradually extend the period for each game as I went. One game a week is a perfect way to start but I don't think it is enough time (especially when you spend only a few hours a day) to do anything except prove something to yourself. Let your game ambitions grow naturally I say, and use each release as a stepping stone to something a little bigger.
     
  30. iamthwee

    iamthwee

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    I would like the see the complexity of these games grow, perhaps move to making a desktop game where you know it can handle the extra grunt needed.
     
  31. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    Update on Week One:
    Taboo in Reverse just got released: https://itunes.apple.com/us/app/taboo-in-reverse/id1073484628?l=de&ls=1&mt=8


    Week Three

    [22-23.1]

    Worked on a game idea where I realized that I would need way more time so I will come back to that and do it during a vacation week.

    [24.1]

    Today I created a chartboost account and read up on how cross promotion and so on works.
    Tested the underlying gameplay mechanics. (more on those later)
    Compared different isometric camera angles.
    Tested out different shaders for a cartoonish look. As you can see in the picture below this really needs further improvement.
    Bildschirmfoto 2016-01-24 um 22.43.35.png

    @GarBenjamin Thanks!

    @Billy4184 further games will be more complex, but the games in the beginning aren't really complex as I'm working ahead for further projects and on creating underlying mechanics which will accelerate development in the long run. e.g. a nice character selection/unlock system, ...

    @iamthwee will look into desktop games when my games get more complex and worthy of the real gamers. ;)
     
    GarBenjamin likes this.
  32. GarBenjamin

    GarBenjamin

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    Smart way to do it. Build many smaller games and get your processes and tech lined out in the process. Then tackling a bigger project be a whole lot more realistic.
     
  33. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    WEEK THREE 22-29.1.2016

    so 22-24 are described in my previous post.

    [25.1-26.1]
    Decide to put the initial week there project on hold for the next week and instead redo endless stacker completely in an isometric style.
    So i spend the 25 and 26 redoing the complete game logic and mockup designs.
    e.g. Bildschirmfoto 2016-01-29 um 21.04.04.png

    [27.1-28.1]
    Finished the design of the game:
    IMG_6844.jpg IMG_6845.jpg
    After finishing most of the design on the 27 I decided to build the game and test out the share, about, ... functions.
    But on iOS some GameObjects were missing even though everything was working in the Editor.
    In the end I had to rebuild those GameObjects and even though everything was done like the first time it worked.

    [29.1]
    Created the app Icon, Unity Ads Implementation, Chartboost Implementation, AppStore entry,...
    In the end I removed Chartboost as I didn't have enough time to create good looking Banner graphics.

    SUMMARY:
    logo-cubeStacker.png
    This game has the same underlying gameplay mechanic as the previous week and is just more polished and better performance wise. I decided to do this, so that I can see different performance of an polished and an unpolished game on the App Store. And of course to learn how creating isometric games works in general.

    The game is called Cube Stacker as it describes exactly what the game is all about.



    UPDATE on previous games:
    Bildschirmfoto 2016-01-31 um 00.19.06.png
    Taboo in Reverse was downloaded 42 times in just 6 days! :)
    And even though endless stacker is just a MVP (minimum viable product) in my opinion it already got downloaded 26 times in three days.
    Tap on time is just getting downloaded 2 times a week.

    So after seeing this data i feel confident that Cube Stacker will be able to reach 50 downloads in one week.
    And Taboo in Reverse will get an update with added "solution reveal" and more and better words and maybe even a design overhaul (only if i find enough time) as these are the biggest weaknesses of this game.
     
  34. RavenOfCode

    RavenOfCode

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    I like the idea of redoing your older projects, it will certainly get you more downloads and you will learn more too.
     
    theANMATOR2b likes this.
  35. TSharp

    TSharp

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    Mar 3, 2015
    Posts:
    39
    Cube Stacker just got released!
    https://itunes.apple.com/us/app/cube-stacker/id1080113740?l=de&ls=1&mt=8

    And I realize that it won´t surpass Endless Stacker even though its way better designed,
    because of bad SEO optimization.
    Endless Stacker is the first result if you search for Endless Stacker.
    But Cube Stacker cant be found when searching for Cube Stacker as there a way to many games using cube and stacker in their name.

    So if you want to search for Cube Stacker search for Endless stacker as it will be the second result.

    EDIT: I made a huge mistake judging to fast!

    Cube Stacker is the first result when searching for "Cube Stacker" I just checked to fast before it was fully live on the AppStore. ;)

    And if somebody wants to know here are the keywords I decided to use:

    stacker,stack,stack it,cube stacker,cube stacked,stacked,stacking,cube,skill,endless stack,endless,
     
    Last edited: Feb 3, 2016
  36. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    Week 4 - uCircular

    This weeks (or more like last weeks as this post is very late) game went through many different iterations.

    Firstly, I finished the core gameplay, which consists of a ball orbiting around an invisible center, which can be changed by tapping on the screen. As a result of the changed center position the ball can be maneuvered precisely between objects.

    Previously the game also included an ingame shop for different characters and seperate statistics for each of them.

    Done with binary Formatter and a custom data type for the characters:
    something similar to this:

    e.g.
    Red ball
    <image> //grey if not unlocked
    Deaths
    best score
    coins collected

    Code (CSharp):
    1. using System.Runtime.Serialization.Formatters.Binary;
    2. ...
    3. [Serializable]
    4. class CharacterDATA
    5. {
    6. public List<bool> _unlocked = new List<bool>();
    7. public List<int> _plays = new List<int>();
    8. public List<int> _bestScore = new List<int>();
    9. public List<int> _coinsCollected = new List<int>();
    10. }

    But such a system just felt out of place with such a simple kind of game.
    Therefore I removed the whole shop and statistics part and decided to include just a simple character selection at the beginning of a game.

    Furthermore, I changed the gameplay from the well known "single death then restart" method to a, in this case more appropriate "10 deaths then restart".

    So in the end the game turned out to be an endless Runner with 10 lives and checkpoints.

    Gameplay concerns:
    Maybe the game seems too hard in the beginning, but after practicing a bit every section is manageable.
    And I really feel like this game can be rewarding if you manage to get a two digit score.



    Description:
    Fun, quick gameplay and minimalistic graphics.
    Addicting game controlled by a single touch.
    Challenge your friends around you and through Game Center.
    What is your best score? Can you even get into the tens? ;)

    Music made by the talented @Thomas90
     
    Last edited: Feb 11, 2016
  37. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    This post is using a new format on the one game a week series:

    First of all, its called “From 0 to 80” because the 80-20 rule accurately describes my experience with creating one (till now crappy) game a week.

    The “technical” aspect represents the 20% and results in a MVP.

    Whereas the remaining 80% are the hearth and soul of the game or simply the difference between a polished and an unpolished game.

    Therefore, I know that my games will never make the big or even small buck. And that’s completely okay as this is a great opportunity for me to learn.

    So from now on I want to help other people who are interested in creating a game with unity. Therefore, the following posts will be more like a tutorial if you guys like this style.

    Now let´s begin with the first and maybe last game from the series From 0 to 80:

    PS: the code/gameplay is kept really simple intentionally

    From 0 to 80
    #01

    Working Title: <Speed Bounce>

    Game Idea:

    This game doesn’t draw inspiration from any game I know.
    So it´s no copycat :)

    Gameplay Mockup:
    Bounce It-Mockup-1.png



    As you can see the general bounce mechanic is already done.
    But how was it done?
    Now you might think: "So attaching a rigidbody2D to the player and then adding a material2D with a bounciness of 1 is worth a mention?!

    Well, it could be done that way, but I really didn´t like the feeling of it.

    Heres why:
    I want the ball to always bounce back to the same height (as you can see in the video) but change its movement and fall speed as time goes on.
    So a simple Tween library was the best solution.
    I decided to use DOTween as I had already used it previously, btw, there are other great and free Tween libraries.

    The code therefore looks something like this:

    Code (CSharp):
    1. void Start ()
    2.     {
    3.         MoveDown(); //start by letting the ball fall
    4.     }
    5.  
    6.     void MoveDown()
    7.     {
    8.         transform.DOLocalJump(new Vector3(0,-10,0),1,1,1f);
    9. //Local means that it references the parent for the position -> so a movement to minus then results in a endposition of 4 when the parent is at y=14;
    10. //The movement lasts for 1 second (thats the 1f at the end)
    11.     }
    12.  
    13.     void MoveUp()
    14.     {
    15.         DOTween.KillAll();//Stop the MoveDown Tween from moving the player further down than necessary
    16.         transform.DOLocalJump(new Vector3(0,0,0),1,1,1f).OnComplete(MoveDown);
    17.     }
    18.  
    19.     void OnTriggerEnter2D(Collider2D other)
    20.     {
    21.         if(other.tag == "block")
    22.         {
    23.             MoveUp(); //when the ground is hit the ball bounces back up
    24.         }
    25.     }
    As you can see the code is very straight forward and can be understood even without any coding knowledge.
    The movement in x isn´t included in this code snippet as it can be achieved really easily and if someone is interested in recreating this game he learned atleast a tiny bit.

    Here´s a "really great" sketch describing how the bouncing code works:
    badSketch.jpg

    To be continued

    So what do you think of this new style?
    Too simple? Unnecessary? Wanna buy one of my great sketches ;)

    And as always:
    If you disliked this post, please tell me why and maybe even how I can improve.
     
    Last edited: Feb 12, 2016
    RavenOfCode likes this.
  38. Deleted User

    Deleted User

    Guest

    Just noticed this thread. It is great! I've been considering the game a week idea myself, but currently working full time on another project. I think you should stick to your original goal of making a game a week and don't waste time on tutorials. If you can keep this up I really think it will pay off for you in spades!
     
    theANMATOR2b and manpower13 like this.
  39. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    @MooseMouse thanks for the kind words.
    Will follow your advice.
     
    manpower13 likes this.
  40. 12boulla

    12boulla

    Joined:
    Feb 18, 2015
    Posts:
    16
    I really love this thread! I think it really gets to the point that most of the time, you will never make it far. I know when I started game development a year ago I was 13 and I though it was going to be so easy. And of course, part way through making a full blown pc standalone survival game made completely from youtube tutorials I didn't understand, I knew I had to scale my thoughts down quite a bit!

    I thought the place to start (again) was creating mobile games, after all, some of the "successful" games consisted of basically nothing! Now to this day, I am making android games, admittedly better than when I started, but they never get big. Sometimes I can make games in a week like you, others take a bit longer. But nowadays, getting just a few downloads counts as success to me. My most successful game has 681 downloads, but only 106 people haven't uninstalled it, and $1.77 from Unity Ads.

    I think what you are doing is a really good idea and you should continue making these games, some of them look really good!
     
    TSharp and RavenOfCode like this.
  41. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    @12boulla Thanks!

    Heres a short video update on Week 5 "Speed Bounce" comparing two completely different designs:


    The one with the lights will be used.
     
    RavenOfCode and manpower13 like this.
  42. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    869
    The blocks you have to click in the second game as nearly invisible.

    Other than that it looks pretty good, keep up the good work! :)
     
  43. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
    Last edited: Feb 15, 2016
  44. TSharp

    TSharp

    Joined:
    Mar 3, 2015
    Posts:
    39
  45. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    Just wanted to say...

    KEEP GOING! :)

    There is a real possibility the journey you are on now will one day be read by masses of people in an article sharing your success story in the section labeled How It All Started. You know... a few years from now.... when you become the next overnight success.

    You are doing fantastic so far. Don't question yourself just keep knocking games out and get them out there.
     
    Deleted User and Schneider21 like this.
  46. macdude2

    macdude2

    Joined:
    Sep 22, 2010
    Posts:
    686
  47. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    Squares, circles, and triangles can live harmoniously together, and in fact, should be used together!

    Edit: Alternatively, Gigi's source.
     
  48. macdude2

    macdude2

    Joined:
    Sep 22, 2010
    Posts:
    686
    I certainly don't disagree, just think the combination is not quite on point in this scenario. Just imo though.
     
  49. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    Fair enough. Opinions can't be wrong!

    However, for someone making a game a week, a minor detail like this is worth looking past, I'd say. :p
     
    GarBenjamin likes this.
  50. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    Yeah can't really be wasting time on foolishness like trying to perfect aesthetics when you're focused on getting things done, released and moving on to the next week doing it all over again with a new game.