GameSalad

What to build next??

BigDaveBigDave Posts: 2,129
edited October 2016 in Working with GS (Mac)

I want to start a new project.
But I am unsure where to start.
Here some rough ideas in scope.


The Big Horse

Design Goals:
+Lasting Game ( Can be player 30 minutes straight, but then forces you to go out and come back)
+Engaging Game ( Its not about waiting and managing only, there has to be levels of action, player skill)
+Sell In-apps ( There has to be at-least 2 or 3 types of reasonable sources, one feeling almost mandatory)
+Outstanding ( something funny,scary or odd that makes you wanna tell your friends about it)
+Scalable (A solid base I can build in 1-2 months but is ready to be expanded)
+Targeted ( There has to be a clear picture of who I want to play this)

Personal Goals:
+Keep the bigger Picture (Don't get lost in Details)
+Something I truly believe in ( Take 500 to 1000 Euro on launch and invest it in Marketing without regrets)

Technical Goals:
I thought about using Appformative's service for cloud based variable saving so you have your save data between all platforms.
As well as cross-platform leaderboards.

ARPU (average revenue per user) Goal:

  • $1.00

The round experience

Design Goals:
+A fix amount of level small in scope ( visible to the player so it sparks completionist behaviour)
+A simple core mechanic with enough depth (getting better)
+A theme that is neutral so it can be played by any player without beeng embarrassed for playing it
+Sell In-apps ( That enable to play the same game in a totally different context and challenge)

Personal Goals:
+Investable ( Take 100 to 300 Euro on launch and invest it in Marketing without regrets)

ARPU (average revenue per user) Goal:

  • $0.10

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Comments

  • BigDaveBigDave Posts: 2,129

  • mhedgesmhedges Raised on VCS Posts: 614

    Fantastic vid, @Socks.

  • SocksSocks London, UK.Posts: 12,459

    @mhedges said:

    Fantastic vid, @Socks.

    Yeah, it's useful stuff to know.

  • smurftedsmurfted Posts: 386

    I just got educated...

  • ToqueToque Posts: 794

    The big horse is very enticing. If you have an idea and passion for it I could go for it.

    My bias is for round experience and smaller.

    I don't know where the better money is.

    You could start both and see what is right.

    It's hard to finish a larger project when you lose the passion for the idea.

  • SocksSocks London, UK.Posts: 12,459

    @Toque said:
    The big horse is very enticing. If you have an idea and passion for it I could go for it.

    Yeah, I like the sound of 'The Big Horse' too, it's the sort of title that makes you want to check out what it's about.

    @Toque said:
    It's hard to finish a larger project when you lose the passion for the idea.

    Agreed, it's like working on one song for 6 months, you soon lose perspective, I think you need long breaks on larger projects, you should take a couple of weeks off and not even open the project once during that time.

  • BigDaveBigDave Posts: 2,129

    if you want them to pay make lasting games, have enough sinks for them to spend their money, build up on strong core / meta game that gets mixed up once a while, combine a mix of purchase reminders with retention /engagement mechanics /features

  • SocksSocks London, UK.Posts: 12,459

    @BigDave said:
    if you want them to pay make lasting games, have enough sinks for them to spend their money, build up on strong core / meta game that gets mixed up once a while, combine a mix of purchase reminders with retention /engagement mechanics /features

    . . . or simply kidnap their pets.

  • BigDaveBigDave Posts: 2,129
    edited November 2016

    @Socks
    :)
    Thats Plan B
    Become a professional Criminal to keep funding my mobile games
    If they don't pay for themselves someone else will have to pay for them..

  • ToqueToque Posts: 794

    Agreed, it's like working on one song for 6 months, you soon lose perspective, I think you need long breaks on larger projects, you should take a couple of weeks off and not even open the project once during that time.

    Thats good idea.

    Or a small simple game in between big games.
    Or I have a few games going at same time. Take a break from one and play with another.

    But Im not making a living from this. Im not going to tell Dave how to do his magic.

  • BigDaveBigDave Posts: 2,129
    edited November 2016

    @Toque
    Nice ;)

    You guys are totally right about taking breaks in-between bigger projects. Just don't postpone to "never"

    Making a break at 70% game finished and come back after 2-3 weeks, best is probably having a total break, like Holidays. Come back and be really eager to work again.

  • PhilipCCPhilipCC Encounter Bay, South AustraliaPosts: 1,177

    @Socks said:

    @BigDave said:
    if you want them to pay make lasting games, have enough sinks for them to spend their money, build up on strong core / meta game that gets mixed up once a while, combine a mix of purchase reminders with retention /engagement mechanics /features

    . . . or simply kidnap their pets.

    @Armelline Lock up your Guinea Pigs! :D

  • ToqueToque Posts: 794

    I take a 2-3 weeks off a year from work. Dev work should be no different.

  • BigDaveBigDave Posts: 2,129

    Kind of idle game where you feed the main pumpkin with mini pumpkins that spawn every x seconds and you can extend the amount/farming field. After first x pumpkins it goes black and you are a single pumpkin with a face growing legs and arms, being switched back to the building screen he is pressed out of the left end of the pumpkin, your hero i born.

    So you switch between building up the pumpkin town and doing missions for them with your hero in jump and run style. Finding your sword and shield first, taking care of insects in the deep below.

    Brainstorm Scribbling

    Animation Test

    Not sure about the setting even tough I love tim burton kind of atmo.
    But will it reach enough people that also like this?

    Will I be able to paint it like this just with adding colors and don't make it look messy or bad?

    Should I take the save route and go geometric art like in orcs/ creepy etc. ?
    I might also break my type of style by not doing it ?
    hmm

  • BigDaveBigDave Posts: 2,129

    Beside of spawning the hero the pumpkin creates the energy required for the hero to regenerate HP, this can be kept in the pot (listed amount, like a container in clash of clans), or be turned into HP potions.

    So the hero can drain the pot anywhere by resting, out of combat.
    Or use a potion in combat but it wasted more energy.

    On the right side there is the pumpkin field which you upgrade and add 1 field place one by one.

  • BigDaveBigDave Posts: 2,129
    edited November 2016

    The overlord pumpkin and willy the gardner both will make fun of the hero in the beginning as he looks weaker as the once spawned before.

    And send him to collect the weapon and shield of some fallen pumpkin soldiers before him. For that your send first in the down below on the right side.

    So you can only move and jump at beginning. Having to avoid enemies and sneak through the insect tunnels. A set of small sneak missions. Bring you to your sword.

    After owning it you get the quest so kill down 10 of them, making you level up getting more HP and Attack power.

  • BigDaveBigDave Posts: 2,129

    Your teacher the basics of healing, through resting. You don't have the potion guy yet or know about that. Your asked to further upgrade the town and add 2 more pumpkins to the field.

    Than your allowed to get your shield as the pumpkin overlord is now strong enough to open the door on the right side to the graveyard.

  • BigDaveBigDave Posts: 2,129

    So Sinks for energy are:

    +Hero Potions
    +Hero Resting Pot
    +Additional Pumpkin field slots

    Needs more there..
    So the core of building persists being meaningful and exciting

  • BigDaveBigDave Posts: 2,129
    edited November 2016

    I like the idea of having

    Idle phase - Grows with progress through active phase, but endlessly upgradable
    Active phase - restricted through the progress in idle phase

  • BigDaveBigDave Posts: 2,129

    But there is a lack of long time idle goal
    there is no multiplayer competition.
    So it could be highscore based but just adding score and visuals to extend the town could make the the experience shallow.
    So in the best case each added building component ties together with the active part in some way.

  • BigDaveBigDave Posts: 2,129

    what you think?

  • BigDaveBigDave Posts: 2,129

    maybe I over do it here..hmm

  • IceboxIcebox Posts: 1,245

    Building towns and switching to do quests , i like it and i like the pumpkin. Visuals will be the hardest part with this , it should be really polished. I don't know how you plan to build towns , with isometric view , top down view , or side scrolling?

  • BigDaveBigDave Posts: 2,129

    @Icebox
    would be side scrolling as i have it in orcs

  • IceboxIcebox Posts: 1,245

    @BigDave It's cool but as i said earlier I think it will depend on the visuals

    Should I take the save route and go geometric art like in orcs/ creepy etc. ?
    I might also break my type of style by not doing it ?

    Geometric art in orcs/creepy is nice , even my brother plays creepy and tells me i like his style , but to me since iv been playing most of your games , it became repetitive , i know what your style is going to look like , a change would be better in my opinion. But you can also stick with your style which is really great.

  • ToqueToque Posts: 794

    Interesting concept. A bit of strategy build and action arcade style. Might interest both type of players. I find tragedy games kind of boring. So it suits me.

    The pumpkins are great. I really like that. No idea globally how common pumpkins are?

    The sidescoller action I can visualize. Im trying to do that with the town. A lot going on there.

    Great concept. Will be great to see it developed.

  • fmakawafmakawa Posts: 491

    @BigDave how is this going?

  • BigDaveBigDave Posts: 2,129

    @fmakawa

    i never did this idea here, orcs is still getting 300-700 Downloads a day on google play so i figured to extend the endgame of it, the longer they stay the more money right. I just launched the 54th update for orcs last week.

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