seeking opinions re: game size, #levels, etc.

LeanneLeanne Member Posts: 168
edited November -1 in Working with GS (Mac)
i'm designing a seek-and-find family game. I have designed 60 puzzles, divided into 6 levels. Currently, the game is 14.4 mb (without music) with the first 4 levels. if i add the next level, it bumps it to 19.4 (without music). realistically, this means going over the magical 20 mb limit.

Option A: Release the full game and not worry too much about size (will probably end up being between 25 and 30 mb
Option B: Release the first 4 levels for free and have subsequent levels available as in-app purchases
Option C: Release the first 4 levels as paid, and the the expansions available as free in-app purchases.
Options D: Release the first 4 as paid, and the expansions as paid as well...

your opinion is very much appreciated!

Comments

  • mithraweptmithrawept Member, PRO Posts: 167
    I would go for the full game. You might be able to grab some mb's back when you optimise.
  • LeanneLeanne Member Posts: 168
    thanks for your input. how much can i expect to shave off? this optimization, does it happen when you go through the gs publishing process?
  • delorianhayzedelorianhayze Member Posts: 55
    You know Leanne that was a great suggestion you made- Offer the game with free in app purchases to get the rest of the game. I think that's actually a pretty smart business model. It makes it look like you're giving a lot of value to the customer.
    Obviously its best to give the full game, but I think that's an incredible alternative.
  • delorianhayzedelorianhayze Member Posts: 55
    Another quick thing, I'm not sure how complex your game is, but if it's just images with some basic rules here and there, you're probably not graphically optimized "properly."
    And what I mean by that is your images are probably much larger than they need to be. There are free programs for the mac called, "ImageOptim" that can really help reduce the file size of your images.
    You can find more info from a great video TshirtBooth made...


    Hope this helps!
  • dmilinovichiiidmilinovichiii Member Posts: 620
    You could separate it into 2 games.
  • LeanneLeanne Member Posts: 168
    i really wish i knew about the factor 8 rule before starting out!! Thank you delorianhayze. Will know for next project.

    Luckily, I did know to have all my dimensions divisible by two. They are all png8 exports. BTW, you CAN export as 8-bit pngs with transparency in Adobe's (previously Macromedia's) Fireworks program. Just set the optimization parameters to png 8 and alpha transparency in the top right corner of the window, rebuild, and export...

    Resizing the images to come under the lowest possible factor of 8 would be impossible at this point. This game has been an artwork marathon, and would require more than just a little rejigging. I would have to completely reimagine many of the levels.

    My next question: Can you offer an in-app purchase of additional actors, behaviours, etc. through gs? It seems that most in-apps are planned for with a boolean within the initial app, allowing the developer to add coins/enable weapons, or other things that are already programmed in the game. To make my idea work, the iap is a brand new chunk of info. is this possible?
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    GS currently has no in-app purchasing, look at the roadmap sticky, its on there so hopefully not too far away
  • LeanneLeanne Member Posts: 168
    I gather it's coming soon, though. Just want to have the plan in place...
  • MotherHooseMotherHoose Member Posts: 2,456
    ImageOptim

    its free... 1st you (make a Back-up 1st!) then just Rclick on your gameproject > ShowPackageContents >Images select all and drag to ImageOptim
    process about 3 times... get rid of extraneous bytes/info...
    really saves on byte-size of images

    also while there...√ out
    ImageAlpha

    its free and to quote the site:
    ImageAlpha converts 24-bit PNG to paletted 8-bit with full alpha channel. This greately reduces file sizes with only minor loss of quality. Such images are compatible with all browsers, and even degrade well in IE6.

    ImageAlpha can achieve conversion quality better than MacromediaAdobe Fireworks...

    and does 256 color... has quality selection especially for gradients.

    ===
    don't worry about project size... till you have tweaked and tidied everything up...

    and just before you submit to GS you are going to go Show Package Contents again and delete the images in the 'screenshots' folder...(they are only there for Preview and scene Icons...nothing to do with the app you are making.)

    MH
  • LeanneLeanne Member Posts: 168
    thanks mh. very helpful as always.
  • LeanneLeanne Member Posts: 168
    ImageOptim

    its free... 1st you (make a Back-up 1st!) then just Rclick on your gameproject > ShowPackageContents >Images select all and drag to ImageOptim
    process about 3 times... get rid of extraneous bytes/info...
    really saves on byte-size of images

    also while there...√ out
    ImageAlpha

    its free and to quote the site:
    ImageAlpha converts 24-bit PNG to paletted 8-bit with full alpha channel. This greately reduces file sizes with only minor loss of quality. Such images are compatible with all browsers, and even degrade well in IE6.

    ImageAlpha can achieve conversion quality better than MacromediaAdobe Fireworks...

    and does 256 color... has quality selection especially for gradients.

    ===
    don't worry about project size... till you have tweaked and tidied everything up...

    and just before you submit to GS you are going to go Show Package Contents again and delete the images in the 'screenshots' folder...(they are only there for Preview and scene Icons...nothing to do with the app you are making.)

    MH
    MH - you left this message a while ago, but I've just put it into action. It took my game from 21 mB to 11 !!!!! So far the image quality seems unchanged. Just building it as an adhoc now.

    So again, I thank you x 100
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