iPad OK, what do you want....

Discussion in 'iPhone and iPad Games' started by moopf, Nov 4, 2008.

  1. moopf

    moopf Well-Known Member

    Sep 16, 2008
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    So I'm undecided on what to go for for my next app store game. I want to do something more involved and I have a number of ideas. So I'm going to talk genres here to get a feel for what you gamers would like to see. Here are rough genres that cover the ideas I have:

    1. Economic - here we're talking trading (no, for the love of god, definitely not stocks, nowhere close to that)
    2. Society - here we're talking nation building
    3. Platformer - well, I don't need to explain this one
    4. Adventure - here we're talking about discovery, exploring etc.

    I know they're rough, but I don't want to give too much away on my ideas for them. All of them (especially 1, 2 and 4) would be huge undertakings and, in order to do them properly, I would most likely be looking to work with others and so it's also likely that I'll push out some simpler games as well during the development time just to keep my hand in, as it were.

    So which of those genres would you like to see? I'm not looking to copy any other games and want to bring something new to the table and I think I've got strong ideas on all them to do that. But, it's difficult to know which way to jump when you have lots of ideas so I thought I'd solicit some feedback :) In fact, it's just a big bloody risk whatever way I look at it but, if I'm going to put the effort into something, I may as well do something grand and try to make an impact that way!

    Of course, I reserve the right not to do any of them if I decide that it's just too risky, but we'll cross that bridge when we come to it ;)
     
  2. I have mentioned this idea on this forum before, and would love to see it happen.
    I REALLY want a sniper game done properly. For example, one level sees your team up against terrorists in a village. You, as the sniper, pick your spot from a selection of hills that surround the village, then wait. As your team attacks, you pick off the terrorists with your sniper rifle. Windage and distance must be taken into account.
    Control would be very simple- tilt to move your crosshair, tap the screen to fire, press a button to move to a different spot.
     
  3. along123

    along123 Well-Known Member

    What about FPS?

    What about FPS?

    I'm wondering why you guys not developing any new FPS for the iPhone?

    Any real reason?

    Just curious. :confused:
     
  4. My sniper idea is kind of a fps, only you pick your spot then shoot, then move to another spot, then shoot etc, rather than an all out run and gun. I think a sniper approach to the controls would work better for the iPhone/Touch interface.
     
  5. moopf

    moopf Well-Known Member

    Sep 16, 2008
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    Thanks wastedyuthe and along123. On the FPS thing, this isn't something I'd want to do - I'm not into those types of games and don't play them a whole lot (OK I went through a Halo phase, but it was brief) so I really don't think that that's a genre I could really do justice to if I'm honest. It's pointless me developing a genre that isn't something I'm interested in - I don't think that would work well for me or for the gamer (I'd end up looking like a laughable idiot who didn't understand that genre!)
     
  6. CommanderData

    CommanderData Well-Known Member

    Because making a GOOD modern FPS is hard work, and not a one-man job. Not to mention that I don't think anyone has come up with an easy FPS control-scheme that works with touch and accelerometer well. The reports I have heard say movement with the Accelerometer is tough to control. Touch screen controls for any modern FPS overlay the entire screen, meaning your fingers block the action occasionally.

    There may actually be a few in development (ID software is working on something now for example). Someone is taking the old Quake 1 source and porting it to the iPhone. I'd expect the same to happen with Doom 1.

    Just have patience. You'll see some eventually, but the playability may be awful :D
     
  7. along123

    along123 Well-Known Member

    ha ha. Well, I'm waiting for those ported FPS too. I want to try it out for myself if it's really good playing a FPS kind of game on your iPhone. But, it just seems cool to me to go to a mall with wifi and you can cooly take out your iPhone and start shooting an FPS multiplayer ahaha. I worry bout the battery though. LoL. But, hey. I understand if you're saying you're not interested in creating an FPS because you're not interested in those kind of games.

    I'm just wondering where the other developers that's interested in them?

    Where's the big guns creator?

    It's taking too slow man. LoL.

    Opps sorry for hijacking your thread. LoL.
     
  8. moopf

    moopf Well-Known Member

    Sep 16, 2008
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    hehe, no worries at all. I'm not sure why there aren't any FPS on the app store really, although I suspect that control issues might be a big reason for it. It's not obvious how you'd make it easy to control - I've always thought that FPS fans demand accuracy and speed on control and that's difficult on a device that doesn't have any physical buttons. It makes other genres difficult as well.
     
  9. spmwinkel

    spmwinkel Well-Known Member

    Oct 22, 2008
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    I'd vote for 2. Society or 3. Platformer.

    But it depends on how you look at updates: are they meant for bugfixes, or also for adding levels/features?
    Because with platformers, people are playing towards finishing the included levels, and then they're done. So if you don't plan on releasing new levels, people may put the game away after finishing it. While with a society/nation building game, people may replay the game more often to try different strategies. In this case there may be online things to explore, like comparing results or even working together with - or against - other players. These would ensure longer commitment to your game by the players.

    What I'm trying to say may be better explained with an example. At this moment, I'm not sure wether to get Trism or Galcon. Both of these are more about strategy, and not like Toy Bot Diary, Enigmo or even Super Monkey Ball, which can be finished. (And out of those three I did NOT get TBD because it seems rather short, but I did get SMB and Enigmo because SMB has lots of levels and Enigmo even has online level packs)
    At this moment I'm working on finishing SMB, Enigmo and Subway Shuffle but once I've finished those, it's games with replay value that I'd return to, and those probably have more value in the long run.
     
  10. moopf

    moopf Well-Known Member

    Sep 16, 2008
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    Thanks for the opinion.

    This is a very difficult question to answer without knowing how well the game has sold. If it sells poorly, it makes very little business sense to add new content to it (presuming that you didn't release it half finished, which is not something I'd do). If it sells well, then there is a stronger business case for updating with content. But I think this also depends, especially for something that has a set number of levels (like a platformer, for instance), on the amount of content that's in the game from the get-go. I agree that TBD does seem short and falls below what I'd personally expect from a platformer.

    Now the online thing opens up a huge can of worms and leads to increasing the complexity of development, and the development time, considerably. That's not to say that I haven't thought about these ideas but once you start "onlining" your games, you're really upping the development effort, and to do that well isn't child's play at all (not that developing is, full stop.) I'm not just talking about high score boards etc., but doing some much more involved with online.
     
  11. spmwinkel

    spmwinkel Well-Known Member

    Oct 22, 2008
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    #11 spmwinkel, Nov 4, 2008
    Last edited: Nov 4, 2008
    But I think this also depends, especially for something that has a set number of levels (like a platformer, for instance), on the amount of content that's in the game from the get-go. I agree that TBD does seem short and falls below what I'd personally expect from a platformer.
     
  12. moopf

    moopf Well-Known Member

    Sep 16, 2008
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    Oh yes, absolutely. The thing with pricing is that, as the app store is still new, pricing really isn't settled. The time I would think about pricing would be when the game is close to completion as only then could I gauge what pricing the app store would accept. This all just adds to the risk for long development times :)

    I'm not sure that that's the best way to think about online for it to be really effective, I think it has to be tightly knit into the core of the app if you want to do something interesting with it. The other interesting thing about online is that if you do it right it can have a huge knock on effect to the longevity of the app.

    You're right, I'll only develop something (a) I would play, (b) something I understand enough to do justice to and (c) something challenging to develop (otherwise I may get bored!)

    By involved I really meant something more complex, deeper, something that the end users can really get their teeth into rather than it being a superficial, more simplistic offering. Hope that makes it clearer. I wouldn't have guessed that English wasn't your native language. I can place money that whatever your native language is, I couldn't be anywhere near as complete in my command as you are with English! :D
     
  13. spmwinkel

    spmwinkel Well-Known Member

    Oct 22, 2008
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    Agreed!
    The point I was trying to make was that if you're considering online 'stuff', you'd need to already make preparations for this in the initial version. So apparently including online 'stuff' would have to be pretty much decided on when you start development, and then you'd need more people working on the project and be on top of the (more complex) development. This depends on exactly how involved you want to get! ;-)

    Insert *Thumbs up* emoticon here.
    I understand now. :) And thanks! I'd never recommend you to learn Dutch, as people tend to find it difficult to learn. Developing an iPod Touch/iPhone game would be a better investment of your time, I think. :cool:
     
  14. gekkota

    gekkota Well-Known Member

    Jul 17, 2008
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    I'd really like to see an action/adventure game! Something similar to Tomb Raider, that involves some puzzle-solving as well as some action elements. I don't think there's anything like that in the app store now. Something with a good storyline and several levels would really sell well I think...
     
  15. moopf

    moopf Well-Known Member

    Sep 16, 2008
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    OK, thanks. I'm not really thinking in terms of Tomb Raider mainly because of issues surrounding 3D, the main ones which are (a) I think the small size of the iPhone/iPod Touch screen isn't particularly well suited to "busy" 3D environments. More simplistic 3D environments do work, like Super Monkey Ball or BiiBall, for instance, as they retain clarity on the small screen and (b) the cost (both monetarily and in terms of time) of development for an involved 3D environment would be way outside my scope. There is a limit on what I can achieve, even if I manage to enlist other people's help.

    But what I have begun working on is an isometric 3D engine which, as it turns out, would fit three of the four genres I'm looking at. That style works much better on smaller screens (in my opinion) and would not be as costly to develop the graphics for.

    At the end of the day I would be biting off something that's going to take a heck of a lot of chewing anyway and there's a limit I have to recognise. I want to think big, but not so big that it would just never end :D
     
  16. gblan

    gblan Active Member

    Oct 28, 2008
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    A bit boring to many I know but I really want a world class chess program. If the iPod isn't the perfect platform for one there never will be. FICS support would be a must too. I just can't believe no one has focused on making a real chess app, as opposed to the little toy-like ones out now.

    GB
     
  17. Wegmans

    Wegmans Well-Known Member

    Oct 31, 2008
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    #17 Wegmans, Nov 4, 2008
    Last edited: Nov 4, 2008
    Just don't pull a Bootant and keep using the same engine and selling three separate games... It sounds like you have the skills and the imagination, so i'm behind you

    How about ANYTHING that is wifi enabled... lan games are where it's at right now.. there is so much more value in that then a single-player game. Port Halo1 over and we'll be good haha

    Seriously consider LAN games.
     
  18. moopf

    moopf Well-Known Member

    Sep 16, 2008
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    Hmmm, that's like saying 'only make one 3D game' :) The problem with Bootant isn't the engine, or the method they're using, it's that the artwork is the same on all their games. I must admit I took one look at BiiPlane and thought that it looked exactly the same as BiiBall but with a plane instead. It's solely because their artwork is the same (well that and the point of both games looks really similar.)

    I'd really like to agree on this but I don't think that the density of use of the iPhone/iPod Touch is such that there's enough critical mass to make this a real possibility. When the platform has many millions more users, this would certainly make more sense. In addition to that, however, this is a mobile platform and so multiplayer, online options, might not make as much sense as they do for the PC or consoles. I could be talking out of my ass here, but that's just my feelings on it at the moment.
     
  19. alextangweihao

    alextangweihao Active Member

    Oct 27, 2008
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    Somewhere over the rainbow
    Whatever....as long as it comes with HUUUGE impact and shock!!!!
     
  20. LonERecoN

    LonERecoN Well-Known Member

    How about a sort of Habbo type social app. You make a character, then just go into a few public rooms and chat. You can then expand further when your knowledge is progessed.

    Make it sweet and simple at first. Then slowly add more rooms to visit ect.

    Would you be interested in this sort of social app. The art can be cartoonish.

    Look at www.habbo.com or www.habbo.co.uk for the idea.
     

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