1 / 9

ROOM OF DISASTER

ROOM OF DISASTER. maybe not a disaster at all! a newbie game dev perspective Presented by Oscar Kurniawan, co-founder of Tanoshii Creative Studio , member of Indonesian Game Developer Community (gamedev-id) oz@tanoshiistudio.com. Who and What. Tanoshii Creative Studio

isra
Télécharger la présentation

ROOM OF DISASTER

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. ROOM OF DISASTER maybe not a disaster at all! a newbie game dev perspective Presented by Oscar Kurniawan, co-founder of Tanoshii Creative Studio, member of Indonesian Game Developer Community (gamedev-id) oz@tanoshiistudio.com

  2. Who and What • Tanoshii Creative Studio • A indie game studio startup founded a year ago • Based in Depok City, West Java, Indonesia • As a result of merging 2 independent student development teams named Disastroo and The Electric • Works is continued by Tanoshii • Room of Disaster • An interactive and educative games intended for children • Works was initiated by Team Disastroo for campus based competition, Nokia’s Tap That App. • Works is continued by Tanoshii

  3. Room of Disaster • A matchmaking games • Objective: to match an item to a box within unspecified rule within a timeframe • Education motive: to teach children for cleaning up the rooms in an interactive way also allows them to learn about numbers, shapes, and colours • Has Adventure mode & Free play mode (can be unlocked after completing Adventure one) • It is a newbie attempt to create a good game

  4. Disaster Development • If it wasn’t disaster, but sure it is a hectic one • 1 month only time frame with a new learnt framework (Qt) • No prior experience of game development • Developing a recipe to win the competition as the main objective: Simple + Great Graphics + Agile as possible • The game ideas is heavily inspired by our dorm room back in the university which (sometimes) messy and needs to be cleaned up.

  5. Disaster Development Continues • Drafting game objects took a most time • Matchmaking engine development • A simple approach by using naming convention we defined and then let the engine do the magic works to confirm if the two objects is matched or not under specific rule • The naming convention is a categorization tag, each game object’s image is named with with tags  allowing the code to read the name and make match validation afterward

  6. All Messy Went Life • After spending time of polishing, RoD went life! (for free since required by the competition) • Trying the cheapest method to get as much as possible of downloads. WORD of MOUTH MARKETING • How we did it? • Guerrilla way to enter any review blogs/forums related to Nokia apps and kindly ask them to review and post to the article about it. • We did manage to raise 75000 downloads two months later

  7. Reviews • Playing the game can get bored over time even for kids • Too simple gameplay is not good • Post Contest: we did an experiment for this game on Nokia Store • We tried to put price on it and see if someone would buy the game. • The sales went poor, but we learnt valuable information that people pays attention to the screenshots, logo, and well attractive description • Also, we should decide which business model of the game to be applied on our game from the very first time

  8. Porting Experience • We tried to broadened the reach of our games • It depends on availability of Qt in other platforms • When Nokia switches to WP, BlackBerry just gave us information about Qt adoption into its “BBX” platform which renamed later as BlackBerry 10. • We tried to port it and it runs without any code modification, only... • The graphics need to be resized • Reposition of game objects need to be done, since it was an absolute position (hard coded). The game isn’t designed to be ported hasle-free. • It is good for detailing (pixel perfect) but not it is absolutely not flexible

  9. Conclusion! • Always challenging the idea to make the game grows by itself: key is to be always having an open mind • Pick the right business model from the very first time, to allow the game to have a proper direction • Portability is needed to broadened the reach. Now, we are trying to leverage multi platform framework/sdk such cocos2d-x and HaxeNME. • Move on!

More Related