I recently noticed my last post
on this blog was over 2 years old; seriously? Maybe it's time to catch up then,
before I try blogging about some topics I've been interested in lately.
Full time job
This is one lame excuse for
stopping to write in 2011: after publishing my second game on Windows Phone 7
and Xbox Live Indie Games, I had to take a full time job and go back to working
in an office rather than my apartment. I actually joined some of my former
colleagues from High Moon Studios at Zynga San Diego, where I wrote server and
client code for the web versions of Cafe
World, Bubble Safari, Bubble Safari Ocean,
and Ninja Kingdom.
I learned a lot in the process
since I didn't know anything about Facebook games, PHP (on the server side) or
ActionScript (on the client side) when I started, and I got to see what it's
like to run a live game that reached 7M daily active users around June 2012
(Bubble Safari), and update it several times a week to keep the players happy
and busy. I also got to renew my collection of free mugs and free shirts, but
that's another story ;)
Personal projects
I had bought a MacBook Pro a
couple of weeks before I started at Zynga, and although the new job was keeping
me plenty busy, I began porting my game Jigsaw Guru to iOS in my spare time.
The idea was to learn the platform and some Objective C, I wasn't planning on
making any money with this project since there are tons of jigsaw puzzle games
on the iPhone. This turned out to be even more true than I could imagine:
despite getting more downloads than I expected (nothing spectacular though, about
14k), I haven't seen a single cent because I went with Mobclix for in-game ads,
and they simply stopped paying developers around the time I published on the
AppStore. Fortunately I'm not losing much, but still; I've never had any
problem with Microsoft's PubCenter on Windows Phone 7, or Smaato on Android,
but I would obviously recommend avoiding Mobclix and Velti (the company that
bought them) like the plague.
Since I talked about downloads,
here is a strange fact: when I published Jigsaw Guru on iOS, and although it
didn't make much noise at all, I saw a significant bump in the number of
installs... on Android! It cannot be a coincidence, the two dates match
exactly. This makes no sense to me, I don't know how these people suddenly saw
a game that had been on Google Play for 20 months already, it's a mystery. Oh
well.
Porting Jigsaw Guru took me a bit
more than a year, since there were a few periods when I was not touching it for
weeks. I also spent some time playing with a free trial of Unity Pro, and once
Jigsaw Guru got out of the way, I started converting Flower Garden to C#.
Flower Garden
Flower Garden is an iOS game
that, even if you never saw it at the top of the most important charts, has had
a lot of success since it was created and published on the Appstore in 2009 by
my friend Noel Llopis. It had not
been ported to any other platform yet, and after verifying Unity should ease the
pain of developing on Android, I decided to tackle that challenge. There
was a lot of work to be done: the code base is about 3 times bigger than Jigsaw
Guru's, understanding somebody else's code is slower, I had to replace UIKit
with something else, make sure everything on screen would scale properly on the
many different resolutions available on Android, and of course performance and
stability have to be solid. As porting Jigsaw Guru already took over a year,
this would have been an endless spare time project; but since I wanted to try
being indie again at some point, after a few months I took a risk and quit my
job to work on it full time.
Development took more time than I
estimated (I know: what a surprise!), and I learned a bunch of things once
again. For example, this is the first time I use in-app purchases, which
definitely require a bit more code (for the shop) than ads. The game was
published worldwide on Google Play at the end of October, and a few days later
on Amazon. So far, it hasn't been doing too well: it's completely invisible in
the store, very hard to find even knowing its exact name (!), and therefore
downloads are increasing very slowly in both stores. Ratings are good though,
so, hopefully Noel and I can figure something out, or get lucky.
Anyway, that's all I wanted to
cover this time, and as you can guess there is a good chance I'll talk about
Unity and Android development (with Unity) in my next posts.
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