Sunday, August 10, 2014

Making a Successful Mobile Game - The Golden Rules


The title of this post says "The Golden Rules" but what I learnt so far is that there are no golden rules to making a successful title. There are no set parameters that you can get right, they vary greatly depending upon your game idea, the genre, the platforms you're targeting, the people you're targeting and so on. But here is what I did learn, which applies to a variety of games:

Fast Iteration and Pure Design Time
Giving independent design time, eliminates the intervention of game engineers. Questions related to how a feature will be implemented and what would be its in-depth details is put off for later, leaving time to focus on deciding the gameplay elements and experience design.

Prototyping
Using tools such as Flash, Game Maker etc. that would require minimal code, and probably will be usable by non-programming member of the team can be of help in the prototyping phase. This prototype should be discarded when the programmed mechanic or feature has been finalized. Reusing hasty and inefficient code that was meant as a prototype can cause problems later on in the project.

Once the prototyping phase is done, start closing the game design to changes; making too many changes during the later stages of a project wastes time. Furthermore, don't reinvent the wheel. If you can get code, plug-ins and assets for a store, assess the cost and get them, quite often you end up saving a lot of time.

Saturday, August 2, 2014

How to Detect Up, Down, Left and Right Swipes in Unity

While working on the Endless Runner Kit and Run Sheeda Run (both products of we.R.play), the first thing to do was to detect swipe inputs to get the basic controls working. When a user swipes on the screen they swipe in an angle starting from the starting to the ending point of their finger's contact on the screen and more often then not they make in arc with their finger.

You can just go ahead and use the code given below and you'll be good to go but if you want to know how it works, you'll have to think a little about analytic geometry to understand it. I assume that the user will make an angle in the Cartesian plane starting from the origin. The origin will be where ever the user starts the swipe from. As you know the Cartesian plane is divided into four quadrants which wont be enough to detect swipes in four directions so what we do is draw a line have the slope "1" going through the origin and another line have the slope "-1" also going through the origin. Now you have divided the plane into the eight parts.

Sunday, June 15, 2014

Deosai and Babusar in a Volkswagen Beetle - Day 11

This post is part of the full story  Deosai & Babusar in a VW Beetle

We wake up early in the morning, pack up our stuff load up the Beetle and ask the tent city manager person to let us keep the parking space for a few hours till we go to the lake and come back. So, we set out to Saif-ul-Malook lake in a very decorated Jeep.






We decided against driving the Beetle up to the lake because we had heard stories about the tour operators sabotaging the track on purpose to stop all vehicles other than their own Jeeps getting to the lake.