November 2012 - In this presentation are described the proprietary game engine (a Component Entity System) used by UNAgames for Tapsteroids, the challenges in developing 2D graphics for mobile devices, and present some marketing data after 1 year on the App Store.
Video of the lecture: http://youtu.be/A7OA0FghCDs
11. Problems with sprites
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All graphic elements have little dimensions in
px
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Game is a fast tapping shooter
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Player uses his peripheral vision
For a good user experience:
Player must distinguish key elements of the
gameplay at a glance
15. Asteroids shape & color
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Deeper holes to create a chiaroscuro effect
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Uniformed colors to give an homogeneous look
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Rough surface to emphasize lights and
shadows
Enlarged sizes (16, 20, 24 -> 18, 21, 24; 20)
17. Animation & 3-point light
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Uniformed style and color of the fleet
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Gave a roll movement to all elements
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Added blinking red lights
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3-point lightning system (key, fill, rim)
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Icy effect to asteroids
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Bright colors to dangerous asteroids
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Enlarged sizes (18, 21, 24 -> 18, 24, 30)
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Additive halo to spaceships
20. Tips
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Create a guideline with a
homogeneous style
Use vector graphics
whenever it is possible
Proceed step by step and
work in very close contact
with developers
Use friends as testers
without giving them hints
Enjoy!
29. Tapsteroids as F2P
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Doesn't fit the F2P business model: no
consumable items!
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We don't want a “lite + IAP” freemium solution.
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...advertising...
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We want to monetize all user-base, but better
than using ad-banners.
Advertising made useful...
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Score multiplier...
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Extra life!