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The Pitfalls Of Independent Game Development Is What Keeps iCloud Out Of Your Favorite Games

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You see a form of this question in almost every high profile game’s review: why doesn’t this have iCloud support? Apple’s remote storage service is a tremendous offering that lets us resume any supported game from any connected Apple device. During our commutes, we can bang out a couple of minutes in Infinity Blade 2 on our iPhones. Later, at home, we can finish the section we were exploring on our iPads. When the service works, it’s awesome, but we don’t see a lot of games using it. It’s a surprise when one does.

We spent a few days asking a small pool of independent game developers why they aren’t incorporating iCloud in their latest games. What we discovered isn’t surprising: iCloud is always on a good studio’s radar, but the pitfalls of indie development keep it there. It’s too alien, and maybe even a little too wonky, for cash-strapped and low-bandwidth studios to take a chance on.

I’d Buy That For A Dollar

Time, cash, and bandwidth are the three most important resources to the production of any good game. If there’s not enough of one or the other, something goes bad. In the age of $.99 download these resources are even more precious. Their effects on the creation of games are exaggerated to the point where even experimentation on things like iCloud, no matter how easy it might be to implement, becomes a liability. Vlambeer says it couldn’t commit time and resources to iCloud with Super Crate Box because it didn’t have the time or cash to spare.

“We think iCloud is a great technology and we can totally see why Apple is pushing it,” Vlambeer’s Rami Ismail tells TouchArcade via e-mail. “The thing is that while from the user side it’s an easy thing to set up, as developers it’s a new thing that we have to consider, learn to use, and then apply.”

Super Crate Box is the first game Vlambeer has made for iPhone and iPad, so that put an unusual strain on the studio. By the time iCloud support could become an actual bit of functionality as opposed to just a desire, Vlambeer had decided its time would be better spent on tweaking the game’s controls.

Ismail tells us about another wrinkle: now that Super Crate Box is out in the wild and its users have multiple saves across devices, there’s a worry that throwing in iCloud at this point could cause something horrible to happen, like loss of progress or even high scores. It’s happened before with other games.

Zombieville 2, for example, launched and included the service when it was new. Creator Mika Mobile learned something in the process: iCloud has a hard time when both local data and cloud data are in the picture. If it pulls the wrong set, it could potentially corrupt a save. Bummer.

This sort of problem has branching consequences. If Vlambeer has to fix a broken Super Crate Box, that’s a month spent on a finished game when it could be working on something else, draining resources that it just doesn’t have. Ismail breaks down how close to the edge Vlambeer was when it started on Super Crate Box and explains why this informed its decision to not include iCloud.

“Like with basically everything in life, money is a consideration when making games,” Ismail said. “Consider the following: Super Crate Box had five people working on it — the two at us at Vlambeer and two guys at Halfbot. Since we felt the people that made the original art and music deserved a bonus for their work on the original, we decided to pay them out a little holiday money as well.”

“We pay ourselves far below minimum wages because we hardly have any real-life costs at this point. However, the Halfbot guys both have families to support. Multiply the costs of two families and two students by the amount of months it took us to make the game. Then add a few thousand dollars for art and music — AND then add the Apple developer license, iPads, iCades and all other stuff we used to test the game on… the costs simply start adding up and up.” Ismail estimates that Super Crate Box on iOS cost his studio around $15,000.

“The shorter a project is and the fewer people work on it, the lower your costs are and the easier it is to create risky projects. This is essentially why a lot of indie studios remain small — we want to make games we love to make and honestly, if we could avoid all business and just do that without any worries, we’d be doing that. However, there’s always the economic realities, so we have to consider all that as well. In the end, we love making games, but we want to be able to keep making games.”

“During development, at some point, you run out of time or money — whatever you want to call it. If things went well, that’s a point at which most improvements you could make to the core game make barely have any noticeable effect. With Super Crate Box, we chose to spend a lot of time on such tiny improvements, especially to the controls. Burning through spare money from our release of Serious Sam: The Random Encounter, we just kept going until the gameplay in Super Crate Box iOS was the best we could make it.”

“That turned out to be six months later. Basically we found ourselves running out of everything. At that point, we considered adding iCloud, but obviously that was too late to do that. If we wanted to do that, we’d end up figuring out how to add it, where to add it to the code, how to make sure we don’t damage player save games or even delete some save games — basically, it’d add an additional month to development.”

Ismael said at this point Vlambeer had two options: it could either gamble by adding content and support that might or might not work or require additional resources, or it could release a good game. “When we have to choose, we always go with releasing a fun and solid game. We’ll usually pick a few technologies that we feel would benefit the game most, so in Super Crate Box’s case that was Game Center, OpenFeint and iCade support.” Vlambeer says it’ll always pick the latter when it comes down to quality versus any form of external support.

End Of The Day

Other studios that we talked to for this story, including Simogo and Uppercut games, told us that their latest projects didn’t launch with iCloud support because of similar reasons. Vlambeer isn’t the only studio on the App Store deciding to hold out on iCloud support in an effort to stay nimble and put out the best game that it possibly can within a sustainable timeframe.

It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.

That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.

Studios like Vlambeer and most others know that you take gaming as seriously as they do, so iCloud support isn’t ever going to just get thrown into the mix. Solid implementation takes time and money to pull off, though, and these are finite resources. Studios may want to roll in the support, but until they can afford to do it, iCloud will continue to be a staple of the cutting room floor.

[source]


Written by admin

May 3, 2012 at 2:15

OpenFeint Founder Jason Citron Forms New Gaming Venture

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Jason Citron was among the very first game developers for Apple’s App Store when it launched all the way back in 2008, and most people associate him with founding the groundbreaking iOS social gaming network OpenFeint. Well, about a year ago, OpenFeint was bought by Japanese gaming giant Gree, and several months later Jason left the company to pursue a new challenge.

We’ve gotten the first word on what that new challenge is, as VentureBeat reports that Jason has announced his forming of a new gaming venture called Phoenix Guild. Right now the company consists of just Jason, but the current plan is to raise a round of funding to hire a team and get off the ground, and he thinks Phoenix Guild will be able to ship their first game sometime this year. In fact, he’s already started coding the project on his own.

For some insight into what kind of games Phoenix Guild would be interested in creating, Mr. Citron had a choice quote on the matter

“All of the gaming today is casual or mid-core. There is a huge bunch of gamers who can’t frigging stand this crap, myself among them.”

Sounds like the focus of Phoenix Guild will be towards meatier kinds of titles like those that you would find on home consoles, and given the background with OpenFeint a social aspect will also be a high priority. The studio will also be focusing development on “post-PC” devices, so tablets, smartphones, and similar devices.

We know Jason Citron is capable of great things given his previous work, and although this is just the very beginning stages we’re eager to see what will come from his new venture Phoenix Guild.

[Via VentureBeat]

[source]


Written by admin

May 2, 2012 at 18:15

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The First Big Free to Play iOS Game Comes Full Circle: ngmoco’s ‘Eliminate’ Shutting Down on 5/25

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2009 was a weird time for the App Store. Free to play games were building steam on other platforms, but the way Apple originally structured the in app purchase mechanic prevented it from being used on anything but paid games and apps. This policy was reversed in mid-October, and only a few hours later ngmoco announced that their (then) upcoming online first person shooter Eliminate would be free.

The game was released a few weeks later, and we posted an extensive guide on it. In a nutshell, Eliminate was a four person first person shooter with a free to play twist. In order to earn credits to buy armor and weapon upgrades, players needed to use their energy supplies. Energy depleted as you played, and, obviously, an in-game store sold all the energy that players could ever need if they didn’t wait to wait to recharge.

Being among the first free to play games available, and actually being the first gamer-centric freemium game on the App Store, Eliminate seemed to spawn a massive community of players overnight. In fact, the Eliminate thread on our forums is still amongst the most popular TouchArcade threads of all time, running closely behind the Street Fighter IV Volt thread and the Pocket Frogs trading thread.

A TouchArcade reader sent a tip in over the weekend that not only had Eliminate been pulled from the App Store, but launching the game now results in the above popup. On May 25th, 2012, Eliminate is going offline. It’s sad to see not only this game, but also ngmoco as a company coming full circle. We’ve been covering ngmoco since their inception, as it seemed to many (myself included) that they were the most promising contender to be the premiere iOS-exclusive game developer.

In early 2010 the company then picked up some additional financial steam and bought Freeverse, which was yet another incredibly promising iOS developer that has since vanished. Later that year, Japanese social gaming giant rolled ngmoco up into their proverbial katamari at the potential price of $400m… Then things started to take a slide.

The Epic Wars series of games were the first projects to be shut down by ngmoco, leaving faithful players (who potentially invested heavily into the game) in the cold. News of games releases, or really, any activity from the company dried up until earlier this year we heard the company was hit with layoffs. Inside Mobile Games even suggested that they missed the financial targets of the $400m buyout, putting the bulk of that purchase price in jeopardy.

If nothing else, the shut down of Eliminate is yet another reminder that the money you spend on these server-centric free to play title is buying you things that only persist as long as the developers keep the game online. If you’ve dumped cash into Eliminate, be sure to get your money’s worth playing the game before it goes offline next month.

Thanks Payam!

[source]


Written by admin

May 1, 2012 at 2:15

The TouchArcade Show – 49 – Quick Hits

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On this week’s episode of The TouchArcade Show, we battle through conversations about muscle retention and HHH’s taste in order to bring you the latest and greatest in the world of iPhone, iPod Touch, and iPad. We get off to a running start by discussing the hottest real-time strategy game at the moment, Total War Battles, and then quickly dive into a flurry of oral reviews courtesy Mr. Hodapp. Later, we pan Kickstarter again, talk about Rovio Mobile’s weird IAP plans, and the themes of Minecraft.

If you’d like to listen this week’s episode, please do so via the handy-dandy links just below. If you’d rather get our podcasts the second they hit the Internet, consider subscribing to us on iTunes or Zune Marketplace.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-049.mp3, 41.9MB

Oh! And if you have interest in joining our Minecraft server, send us another e-mail, as we might end up opening our stuff to all. E-mail podcast@toucharcade.com. Thanks!

Here are your show notes:

GAMES

  • Total War Battles [$6.99]
  • SpellTower [$.99]
  • Polymer [$.99]
  • Escape from the Age of Monsters [$.99 / HD]
  • Bubble Pig [$.99]
  • Aby Escape [Free]
  • Ballistic SE [$1.99]
  • Ski Safari [$.99]
  • Wormholes [Free]
  • Bus Turbo Racing [$.99]
  • Marvel Vs Capcom 2 [$2.99]

JARED’S KITTY KORNER

  • catnapper [Free]

FRONT PAGE

  • ‘Minecraft – Pocket Edition’ Now Supports Crafting
  • Robert Bowling Announces His New Studio
  • ‘Angry Birds Space’ / ‘Jetpack Joyride’ / ‘Sword & Sworcery’ / ‘Anomaly Warzone Earth’ Updates

This week’s episode is sponsored by Aralon: Sword and Shadow:

Aralon: Sword and Shadow HD


Aralon: Sword and Shadow HD, $0.99
Aralon: Sword and Shadow by Crescent Moon Games is a huge open world action RPG. It has more than 30 hours of gameplay in a massive 3D world, the biggest landscape ever to grace a mobile device. A full night and day system, complex quests, crafting, swimming, fishing, pipe smoking, pick-pocketing, and much, much more. Play as an elf, troll, or human, pick various classes, and go on an epic journey through the Kingdoms of Aralon.

Aralon: Sword and Shadow is now available for the discounted price of 99 cents, over 80% off for a limited time only!

[source]


Written by admin

April 28, 2012 at 6:15

‘Smash Cops’ Goes Free and ‘Ascension: Chronicle of the Godslayer’ Drops to a Buck

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It’s been sort of a slow news day, so while we’re busy plugging away at busting out reviews from yesterday’s release onslaught, here’s two great deals you should be aware of. Actually, before you get either of these you should take a good long look at Ballistic SE [ $1.99 ] as I’ve been having a blast with it since it came out last night. But, anyway, on with the show.

Smash Cops


Smash Cops, Free
– [Review] – [Forum Thread] – Normally $2.99 and free for a limited time, Smash Cops is a really cool driving game where you (get this) play a cop, and smash into other cars. It’s worth checking out for the controls alone, because the way you drive the car is by “pushing” it with your finger. It’s hard to explain, and feels a little weird as first, but once you get into it you’ll wonder why more top-down games don’t employ similar controls.

Ascension: Chronicle of the Godslayer


Ascension: Chronicle of the Godslayer, $0.99
– [Review] – [Forum Thread] – Normally $4.99 and recently slashed to 99¢, Ascension is a deck building fantasy-based card game. I had some small gripes with the mechanics of the actual game itself in my review, but as far as a paper card game to iOS port, Ascension is flawless and worth checking out just to see how well it translates. 99¢ is also a stupidly good deal considering the physical version retails for $39.99. An expansion with new cards is available in game for $2.99, which sells for $29.99 in the real-world paper version.

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Written by admin

April 27, 2012 at 2:15

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‘Anomaly Warzone Earth HD’ Updated for the New iPad and On Sale for Half Price

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One of the absolute finest games available on the App Store is 11 Bit StudiosAnomaly Warzone Earth [ $1.99 ]. Don’t believe me? Well check out our glowing 5 star review of the game from when it launched on iPad last August, and then consider that we chose it as our runner up for Game of the Year 2011. It’s not just us, either, as Anomaly has received critical praise across the gaming universe as well as plenty of award consideration, including winning a prestigious Apple Design Award for the Mac version.

So yeah, Anomaly Warzone Earth is good. And today it gets even better, as 11 Bit has just released the latest update for the game which adds high resolution Retina Display support for the new iPad. Anomaly was a gorgeous game to begin with, and it held up pretty well even on the new iPad anyway, but the difference this update makes is quite dramatic. All the text and UI elements are razor sharp and the in-game visuals are as crisp as they’ve ever been, practically popping right off the screen.

Of course, while Anomaly Warzone Earth really sings on the iPad, it can also be played just as well on the smaller screens of the iPhone and iPod touch. The original iPad version became Universal late last year, and to celebrate the new update it is currently on sale for just $1.99. If iPads aren’t your thing, the iPhone/iPod touch only version is also on sale for 99¢ [Link]. Basically what I’m getting at is that no matter how you do it, you must experience Anomaly one way or the other, and with the new update and sale now is a fantastic time to dive in.

App Store Link: Anomaly Warzone Earth HD, $1.99 (Universal)

[source]


Written by admin

April 26, 2012 at 14:15

‘Junk Jack’ Definitely Going Universal Soon

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Heads up: Junk Jack [$2.99 / Lite] is going Universal really, really soon — provided nothing goes wrong in the certification process. Creator Pixbits has submitted the long-awaited, might-not-be-hey-it-could-happen update to Apple and are waiting for it to go live with just as much glee as we imagine the third-person mining game’s fans are.

This update also includes an exhaustive amount of fixes, tweaks, and changes, as we’ve come to expect from Pixbits. Of note, golems, mummies, frogs, new frogs, and headless zombies have joined the list of mobs. The game’s visuals have also been tweaked thanks to its “faster engine,” and cooking and farming are now a thing you can do. If you’re really into what’s new, definitely check out the game’s official blog. For example, there is no way you would have known that the maximum stack count is 65535 unless you read it somewhere else. Nope, no way.

App Store Links:
    Junk Jack, $2.99
    Junk Jack LE, Free

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Written by admin

April 26, 2012 at 2:15

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‘Codea’-Created ‘Cargo-Bot’ Hits the App Store

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Late last year, iOS game developer Two Lives Left released Codea [ $9.99 (HD)]. Originally known as Codify, Codea offered developers everything they needed to rapidly prototype an iPad game… On an actual iPad. Codea has come a long way since then, and today, the first game developed entirely inside of the app has been released.

Cargo-Bot [ Free (HD)] is a puzzle game where players program a robot to move crates around. 36 levels in all are included, there’s a 3 star grading system, and you can even record solutions to upload them to YouTube.

Cargo-Bot is free, and worth a look to see what’s possible inside of Codea. According to the Cargo-Bot site, the Codea Xcode Template used to convert the Codea files into an actual game that can be submitted to Apple will be released soon. Neat!

App Store Links:
    Codea, $9.99 (iPad Only)
    Cargo-Bot, Free (iPad Only)

[source]


Written by admin

April 24, 2012 at 2:15

The TouchArcade Show – 48 – Super Mario 2 Spoiler Alert

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Near the end of one of the “slowest” weeks we’ve had in recent memory, we casted a pod for mass earhole consumption. If you’re not a fan of our off-topic weeks you might want to avoid this one. But, do note you’ll be missing out on a lot of fun discussion: at the top, we dive into the recently released Xbox Live Arcade indie title Fez and ponder what an iPad port would look like, spit a little bit of game about next-generation consoles, and orally review hot new games like Burger Cat. In our second segment, we discuss anything and everything, but eventually get to your user questions.

It was a weird week, so we’ve got a weird show for you. If you’d like to listen, please do so via those handy-dandy links below. Additionally, you could subscribe to us on Zune or iTunes to get our latest episodes the second they hit the Internet.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-048.mp3, 34.4MB

Here are your show notes:

GAMES

  • Trees of Life [$.99]
  • MacGuffin’s Curse [$1.99 / Lite]
  • Wawa Land [$.99]

JARED’S KITTY KORNER

  • Burger Cat [$.99]

FRONT PAGE

  • A ‘Battlefield 3‘ Companion App Hits
  • Musical Chairs: ‘S&S‘ Hits Steam, Steam title Planned for iOS

This week’s episode was sponsored by Cutlass Cove.

Cutlass Cove


Cutlass Cove, $0.99
/ Lite – Cutlass Cove by independent developer Cheeky Mammoth is an action-packed pirate game that combines nautical combat with the strategic use of powerful spells and munitions. In Cutlass Cove you control a pirate ship, firing cannons at enemies and using voodoo spells to complete 60 challenging objectives and acquire 20 unique ranks.

Cutlass Cove is an intense pirate skirmish on the high seas where you summon whirlpools, unleash tornado storms, ignite brandy slicks, fire cannonballs imbued with destructive molten force, captain a ghost ship and feed your enemies to the sharks.

Cutlass Cove is a universal app that is available now in the App Store for $0.99.

[source]


Written by admin

April 21, 2012 at 2:15

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Here’s Your Last Chance to Get the ‘Fighting Fantasy’ Game Books Before They Disappear

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In a “good news/bad news” sort of situation, I always like starting with the good news first. Maybe it’s just me, but it makes the bad news easier to stomach. So, try this on for size: The Fighting Fantasy game books were originally first published in 1982, starting with The Warlock of Firetop Mountain and blossoming into a full-blown series of gamebooks. What’s a gamebook? Well, imagine one of those choose your own adventure novels from when you were a kid (You do remember those, right?) except with more interactivity. Instead of simply turning to page 92 to to jump across a pit or turning to page 59 to go down the tunnel to the right, you need to roll actual dice to do a skill check to see if you can make it across the pit.

This adds a great element of randomness to things, and it feels more like you’re playing the book instead of just making arbitrary decision along various branching paths. I like ‘em a lot, and if you’re a fan of fantasy novels I’d go as far as saying this whole series is a “must-have,” especially considering at the current sale price of 99¢ you can buy the whole set for less than one dead tree version will run you.

Fighting Fantasy: The Warlock of Firetop Mountain


Fighting Fantasy: The Warlock of Firetop Mountain, $0.99
– Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?

Fighting Fantasy: Deathtrap Dungeon


Fighting Fantasy: Deathtrap Dungeon, $0.99
– Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?

Fighting Fantasy: Citadel of Chaos


Fighting Fantasy: Citadel of Chaos, $0.99
– The Citadel holds a dark and dangerous peril for anyone foolhardy enough to venture through its gruesome gates. And yet venture you must for your mission lies at the heart of the Citadel, with the dread sorcerer, Balthus Dire!

City of Thieves


City of Thieves, $0.99
– Terror stalks the night as Zanbar Bone and his bloodthirsty Moon Dogs hold the prosperous town of Silverton to ransom. YOU are an adventurer and the merchants of Silverton turn to you in their hour of need.

Fighting Fantasy: Creature of Havoc


Fighting Fantasy: Creature of Havoc, $0.99
– You begin this adventure not knowing where you are or who you are. All you know is that you are some kind of creature of instinct, understanding little. During the course of the adventure, it may be possible for you to begin to control your bestial nature, to find out more about yourself, and even to learn your destiny. But even if you know all this, success is by no means certain, for the traps and terrors of Trolltooth Pass are many … Are you ready — to become the Creature of Havoc?

It doesn’t matter what order you play them in, so just download and start with whatever sounds the most interesting.

Now, the bad news. Big Blue Bubble, the developers responsible for bringing these gamebooks to the App Store, are on the verge of having their licensing agreements expire. It doesn’t sound like they’re being renewed either, so once these are gone, they’re gone. This also means there won’t be any updates for any of them, so don’t expect any Retina iPad enhancements, or tweaks/bug fixes if future iOS upgrades break the apps.

We’ve yet to hear when the licensing agreement actually expires, but needless to say, you should jump on these sooner rather than later if you want them.

[source]


Written by admin

April 21, 2012 at 2:15