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‘Game Dev Story’ Review – Create Your Own Game Company

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Typically I'm not a big fan of the sim-management type games. Back in the day I was hopelessly addicted to SimCity on the SNES, but future iterations of that game and of similar franchises just never appealed to me. They all seemed a bit too complicated, or required a hectic style of time and resource managing that turned me off to them, and nothing has quite captured the particular mix of simplicity and subtle depth from that classic SNES title. That changed yesterday when I discovered Kairosoft's Game Dev Story [$3.99] on my iPhone. It offers a sim-management experience that's not overwhelmingly complex, but at the same time has a lot of different elements that meld together well to create compelling gameplay. Plus, it's just a ton of fun to create your own games and see them go on to be huge successes (and sometimes total flops).

In Game Dev Story you'll play the president of a fledgling game development company as you direct your crew of designers, artists, and coders in an effort to create a string of successful video games over a 20 year time period. Beyond just making games, you'll need to grow your own brand name by running a game convention booth, attending awards shows, advertising, and managing an ever-changing fan base. As your company expands, you'll have the opportunity to move into larger offices and hire a bigger team of employees, all of whom can be leveled up and trained (at the expense of  higher salaries) so as to create better games. If you really become a big company, and have employees with the right skill sets, you can even create your own console and compete with the well established big boys in the hardware game.

To start off, though, you're just a tiny company with a few employees and a small amount of start-up capital to work with. You can choose to make games for home consoles or PCs, but each console requires you to purchase a license before you can develop games for it. To earn some extra funding for licenses or projects, outside contract work can be accepted. It's not the most exciting work, but it will pay the bills and help you earn enough money to make games of your own. Once you have the money to make a game, you'll choose which platform, genre, and style of game you want to make. Your own employees can be used to create the story, graphics, and sound, or you can source out that work to other professionals for a fee. A number of factors can affect how your game sells, including your fan base, what time of year you release (holiday season is best), and how the media reviews the game.

One aspect I especially liked about Game Dev Story is how it parodies every major console released for the last 20+ years, and loosely mimics their individual success levels. So when Intendro introduces the first portable game system the Game Kid, you can bet it will be a really popular system to support given the Game Boy's history. However, when they come out with the newfangled Virtual Kid, with its headache-inducing 3D goggles, you'll see it disappear from the market fairly quickly. These are the types of things that you must consider before shelling out the dough for a console license, although one extremely popular game can rewrite the history of a failed console as well.

While the gameplay in Game Dev Story is fun and engaging, the overall presentation falls a bit flat. The 16-bit style pixel graphics are charming and certainly get the job done, but they are a far cry of what is capable from even the oldest iOS devices. The screen size is also oddly small, with plenty of wasted space on the top and bottom. It almost seems as if it's a port from a different device, like an older smartphone or PDA, but I couldn't find any information to that effect. The menu navigations work just fine and the game is still very easy to play, it just seems strange. Another minor annoyance is that despite having an in-game manual hardly any of the game mechanics are explained very well, although the game is simple enough that you catch on after playing for a bit.

Game Dev Story won't impress you with stellar visuals or an iPhone specific feature set, but it is a well thought out and thoroughly enjoyable time sink, and is even more intriguing if you're familiar with the last few decades of video game history. It took me roughly five hours to play through the 20 year career of my company, and at the end of that time your highest selling game and biggest profits serve as the final score, though you can keep playing beyond that time period indefinitely if you choose. There really is just something about this game that keeps me coming back for more over and over again. Further impressions and help discussion are taking place in our forums, and if you've ever had a hankering to create your own video games then Game Dev Story is one you should definitely check out.

App Store Link: Game Dev Story, $3.99

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October 13, 2010 at 2:15

Tired of Rolling Virtual Balls With Your iPhone? GearBox Invites You to Roll a Real Ball.

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TechCrunch posted today about 11 new startup companies to be funded by TechStars, a group that has provided seed money and mentorship for various startup companies for the last four years. Most of these companies seem to lead towards different web services, but GearBox is a "smart toy company" who have created a robotic ball which can be controlled via a smartphone using a simple API.

How this all works is summarized in a recent GearBox blog post:

So basically how HTC/Android/Apple make smart phones, we make smart toys. Our first smart toy is a robotic ball that you can move by tilting your phone in the direction you want the ball to roll. We are then leveraging the connectivity and computing power of the phone to create a fully interactive experience for the user. Our first app for the ball is Sumo. I throw my ball on a table, you throws yours on the table and then we can try and sumo each others ball off the table. However, while our physical balls are moving there is also an onscreen component with online stats, profiles, damage, powerups and other aspects of gameplay that aren’t possible with a regular remote control toy. For instance, when the balls collide they can sustain “damage” and roll slower or I could get a powerup to reverse your controls for a few seconds.

Other examples cited were a golf game where you swipe to "hit" the ball, curling where you roll the ball then "brush" on the screen, or even just control the ball to harass your cat. Currently all of the app development is being done on Android, but according to the guys at GearBox, iPhone development is totally possible and they're just using Android for prototyping. The Smart Ball is still in prototype phases itself, and it's hard to say when it will be available for sale. Either way, it seems that the Parrot AR.Drone isn't going to be the only toy in town to be controlled via a smartphone.

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August 6, 2010 at 4:15

For One Quarter of Users, the iPad is a Game Machine

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Resolve Market Research recently conducted an online survey that solicited usage pattern feedback from users of mobile devices of various types, including a specific look at how users perceive the iPad both before and after owning the device. As it turns out, gaming is no small deal on the device.

According to the survey, 28% of iPad-using respondents indicated that gaming was one of their main uses on the device. What's more 23% said that between the iPad, smartphones and various portable gaming devices, the iPad is the most enjoyable for playing games. In fact, 38% of iPad owners responding to the survey indicated that they had no desire to purchase a different mobile gaming device.

The iPad is clearly a formidable mobile gaming device, sporting the same 1GHz A4 processor used in the iPhone 4. And, while we've seen a number of quality iPad game titles appear in the App Store, the iPad gaming scene is still young. We're anxious to see, down the road, just how game developers make use of the iPad's 1024×768 pixel display and powerful processing unit.

via Joystiq ]

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July 11, 2010 at 6:15

‘Pool Pro Online 3′ for iPhone and iPad – Free Today Only

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If you've been looking for an online pool game, here's your chance. Namco's Pool Pro Online 3 for iPhone and iPad are now free for a day.

This represents the 3rd in the franchise which originally began on mobile phones but is now extending to smartphones and even the desktop. The game allows both single player and online play in 8-ball, 9-ball and Snooker. Players can also make in-game wagers against their opponents and use winnings to upgrade table felts, cue sticks and new pool halls. The 3d game allows you to rotate your view and pinch/zoom to line up your shot.

The games are free for Wednesday only (normally $4.99). Pool Pro Online 3 represents the launch title for Namco's UniteSDK which provides achievements, leaderboards and cross-platform online play.

App Store Links: Pool Pro Online 3, Free, Pool Pro Online 3 for iPad, Free

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April 28, 2010 at 10:15

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A Look at Upcoming ‘Galaxy on Fire 2′ for iPhone and iPad

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iPad users striving for the Elite experience on the iPad will soon have an alternative to Warpgate HD, thanks to FishLabs' upcoming space commerce shooter Galaxy on Fire 2, sequel to one of my favorite iPhone titles, Galaxy on Fire [App Store].

Currently available as a Java version, Galaxy on Fire 2 is making its way to the iPhone, iPod touch, and iPad, taking full advantage of each target platform.

Along with a complete reworking of the graphics, the in-house ABYSS game engine has been adapted to the functionality of the modern smartphones. In the new developer diary for GoF 2, lead developer Hans-Christian Kühl extensively describes the changes so far to the original Java version in the port. The new Galaxy on FireTM 2, which previously only required approximately 1 MB of memory for technical reasons, will have over 120 MB of pure game data in the final version.

While there are not a great deal of bullet-point feature details available at the moment, we do have alpha-stage screenshots of both the iPhone and iPad versions of the game.

Have a look. The first row is iPad screenshots, the rest are shots of the upcoming iPhone version of the game.










FishLabs has dedicated a full year to the development of Galaxy on Fire 2 and we're quite anxious to find out more about what's certain to be a rather worthwhile release. Stay tuned for more info as we get it.

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April 15, 2010 at 23:35

GDC 2010: Namco Announces ‘Pool Pro Online 3′ with Online Cross-Platform Head to Head

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Namco held a press event last night where they announced the iPhone version of Pool Pro Online 3. This represents the 3rd in the franchise which originally began on mobile phones but is now extending to smartphones and even the desktop.

While the game may be of interest to those who enjoy pool, it also represents a few first of potentially a series of games using their UniteSDK which allows cross-platform online play. Jonathan Kromrey, general manager of apple games for Namco Networks, writes "This is only the beginning of where we are going as a company. Over the next several months, we will roll out a series of other features and games that are powered by UniteSDK, including tournaments for Pool Pro Online 3."

Pool Pro Online 3 will eventually be also available for PC, Mac, Android, Java, BREW, RIM and Windows Mobile, and will allow instant online play across all the platforms. UniteSDK also includes the usual friend lists, leaderboards and such that we've already seen in OpenFeint and Plus+. Namco is also opening up UniteSDK to 3rd party developers as well.

As for Pool Pro Online 3, it allows both single player and online play in 8-ball, 9-ball and Snooker. Players can also make in-game wagers against their opponents and use winnings to upgrade table felts, cue sticks and new pool halls. The 3d game allows you to rotate your view and pinch/zoom to line up your shot.

The iPhone version of the game will be released on Thursday for $4.99.

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March 11, 2010 at 6:05

Apple’s "Our Newest Creation" Event – iPad Starting at $499

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