340 karma · joined April 16, 2011
to see if people actually want to play the game, you need to test the waters. Ghetto-like testing (Zynga's much publicized way of using FB game ads to gauge user interest ) is one option.
Fun = addicting game mechanic.
To expand on testing a bit: at one end, there's unit testing where one tests maybe a single object's behavior in the game. I think for game dev, testing for absolute values are not as important as deterministic ones. We would rather want to know if a player has jumped, died or shot something.
Eventually, a functional testing is needed when objects interact with one another. It's like a system of systems. That one's more complicated to design. It might go as far as designing a test that runs through a complete level within miliseconds. Anyone have ideas/resources on this?
if we look at social games, they are iterating every single day. It's come to the point where Zynga can tell if a game will be a hit or not, purely based on the collective data that they've achieved, over the course of 4 years. Not one Zynga game has bombed since Mafia Wars.
if you count in man-hours, then yes it's into the 100ks.
going from the single indie developer perspective,
assume you pay yourself $100/hour game takes 4 months to develop total cost is 100$ * 120 days * 10 hours/day = 120,000 $
the cost for game assets have not even been included!
but no indie developer I know take these costs into account. Who actually cares about sweat dollars? If two-three people sit in room, code+draw for 4 months straight taking ramen noodles, launch and make millions off the game on iOS, they're not going to tell you "We spent $120k of our own money+time". Instead they'll say "We spent 4 months furiously making the game, living off ramen noodles in mom's basement"
in summary, the development cost could be either be close to zero, or $100k.
if you're hiring a team, yes prepare to splash $100k, but if you go indie, get some good game dev friends, and absorb all costs!
Private Joe's core audience is male, 18-24. I really can't tell if adding a leaderboard/store/gifting system has helped the game. All I can do is to make sure i have those systems in place, so I can at least compete with the big guys.
in a way, it's similar to an arms race - if the other guy has it, you got to have it too.
normally, the following would pass:
Unsafe JavaScript attempt to access frame with URL http://apps.facebook.com/my_app from frame with URL http://server-hosting-my-app.com. Domains, protocols and ports must match.
will this blocked by Chrome in the future? if so, everyone running Chrome 14 onwards won't be able to play Farmville.
more info: if you load Farmville on Chrome, this comes up in the debug console (which still passes)
Unsafe JavaScript attempt to access frame with URL http://apps.facebook.com/cityville/?installed=1 from frame with URL http://fb-0.cityville.zynga.com/flash.php?isOuterIframe=1... INFO HERE CUT OUT]. Domains, protocols and ports must match.
I also smell a partnership with a big gun (like Xbox Live Arcade)
I started my indie game 4 months ago, and i'm still adding a few touches here and there. Guess it's a creator's bane.