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    <title type="text">DaVoid Digital</title>
    <subtitle type="text">DaVoid Digital:About stuff</subtitle>
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    <updated>2010-01-05T16:57:33Z</updated>
    <rights>Copyright (c) 2009, David Huntrods</rights>
    <generator uri="http://expressionengine.com/" version="1.6.8">ExpressionEngine</generator>
    <id>tag:davoid.com,2009:12:03</id>


    <entry>
      <title>AstroSerf Post&#45;Mortem</title>
      <link rel="alternate" type="text/html" href="http://www.davoid.com/index.php/site/astroserf_post-mortem/" />
      <id>tag:davoid.com,2009:index.php/site/index/1.5</id>
      <published>2009-12-03T19:28:18Z</published>
      <updated>2009-12-03T20:08:20Z</updated>
      <author>
            <name>David Huntrods</name>
            <email>david@davoid.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>The first point would be to say that I&#8217;ve been pretty consistently disappointed with the sales.&nbsp; I shouldn&#8217;t be surprised, as this seems to be the one major complaint of app developers out there.&nbsp; I think there are a number of factors responsible.&nbsp; The first and most obvious is that it&#8217;s just plain hard to get noticed on the App Store.&nbsp; I never came close to breaking the top 100 in any category, let alone the coveted &#8220;Top Selling&#8221; category (except in Kazakhstan, a fact of which I&#8217;m justly proud), so it&#8217;s pretty much a given that sales never took off in the way I was naively hoping for when I started this project.&nbsp; </p>

<p>A close second would have to be my approach to marketing - which is to say, my non-approach.&nbsp; I tried to keep threads on various forums active, and I got the best response from the Touch Arcade forums.&nbsp; I quickly found that publishing material on my own sites, including this blog, amounted to me, alone in a room, talking to nobody.&nbsp; So that&#8217;s always encouraging.&nbsp; </p>

<p>Finally, I have to admit that the app itself just might not have been that appealing to a large number of players.&nbsp; I certainly put full effort into all of it, but one of the consistent &#8220;meh&#8221; responses was on the fact that many perceived AstroSerf as just another line drawing game.&nbsp; I anticipated that, and tried to differentiate it enough to make it interesting, and although it&#8217;s gotten a good response from the select few who have <i>tried</i> it, it doesn&#8217;t do much to sway the rest.&nbsp; The other part of this is that, even though I tried to ensure every part of AstroSerf was top-notch, I do have my limits.&nbsp; In particular, the lack of variety in the game has been the only really negative comment anyone has had.&nbsp; I knew that might be a sticky point before I submitted it, but had planned on an initial run of sales to buoy myself to develop more levels and features.&nbsp; I still want to do some of those features, as a &#8216;thank you&#8217; to players who have been really supportive, but the fact of the matter is that if I had done those in the first place I would probably have put myself in a better position.&nbsp; </p>

<p>So does that mean AstroSerf was a failure?&nbsp; In some sense maybe.&nbsp; I tend to be a little depressive by nature, so when I check the reviews and sales reports I really have to fight to stay positive about it, but at the end of the day I did make something that I&#8217;m proud of.&nbsp; It was no small accomplishment for me to knuckle down and make a game, considering I&#8217;ve never done anything like it before.&nbsp; This project just has so many &#8216;firsts&#8217; involved for me that it&#8217;s kind of ridiculous that I just decided one day, almost arbitrarily, &#8220;Yeah, I could make a game&#8221;.&nbsp; The issues above can largely be put down to this inexperience on my part, as they seem to be the bitter fruit of a few bad decisions made along the way.&nbsp; </p>

<p>The thing is, I don&#8217;t feel like any of those decisions were legitimately bad ones, just miscalculated.&nbsp; For example: </p>

<p>1. I anticipated people getting excited about the game and riding the wave, and that&#8217;s absolutely worked for most of the success stories in the App Store.&nbsp; Trouble is, I don&#8217;t get to decide what people will get excited about, and I waited too long into development to try and put the word out.&nbsp; </p>

<p>2. I figured a line drawing game would be a good first project, since it&#8217;s a pretty simple single-screen game, and it&#8217;s been proven in the market.&nbsp; The problem?&nbsp; Oh good god has it EVER been proven.&nbsp; I had the idea and started development at probably the same time as about 50 other developers of varying sizes, and was beaten to market by MOST of them.&nbsp; Maybe a line drawing game might be fresh again in six months, but right now, and when AstroSerf came out?&nbsp; Yeah, I was screwed.</p>

<p>3. The lack of variety is the one that bugs me, because I could have held on to it for a few weeks longer and put the stuff in I had planned, and the complaint would have gone away.&nbsp; In my mind I was thinking of developers like Bolt Creative, where they added content as they went along.&nbsp; What I failed to account for was that this isn&#8217;t 2008, and that shit don&#8217;t fly any more.&nbsp; There&#8217;s just too much awesome on the App Store RIGHT NOW for anyone to spend their money on the promise of future awesome.&nbsp; </p>

<p>I&#8217;m not giving up on this whole thing just yet, though.&nbsp; The main lessons that I&#8217;ve taken away are all pretty self evident, but damned if they don&#8217;t mean more when I&#8217;ve experienced it first-hand instead of just reading it on someone&#8217;s blog.&nbsp; Yes, I suppose that is kind of meta.
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    </entry>

    <entry>
      <title>AstroSerf featured on the App Store</title>
      <link rel="alternate" type="text/html" href="http://www.davoid.com/index.php/site/astroserf_featured_on_the_app_store/" />
      <id>tag:davoid.com,2009:index.php/site/index/1.4</id>
      <published>2009-11-10T21:23:42Z</published>
      <updated>2009-11-10T21:33:43Z</updated>
      <author>
            <name>David Huntrods</name>
            <email>david@davoid.com</email>
                  </author>

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        <p>Following on from the first <a href="http://enuhskigamesiphone.blogspot.com/2009/11/astro-serf-for-iphone-and-ipod-touch.html" title="blog review">blog review</a> of AstroSerf - a very positive one, I might add - there seems to be a bit of buzz building, which I&#8217;m always glad to see.&nbsp; Meanwhile I&#8217;m hard at work on the 1.1 update, which will include a few bug fixes, OpenFeint support with achievements and online leaderboards, and a new &#8216;elite&#8217; game mode for advanced players.&nbsp; </p>

<p>And a special thanks to everyone who&#8217;s taken the time to leave a review in the App Store!&nbsp; Keep &#8216;em coming, guys!&nbsp; 
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    <entry>
      <title>The Sound of AstroSerf</title>
      <link rel="alternate" type="text/html" href="http://www.davoid.com/index.php/site/the_sound_of_astroserf/" />
      <id>tag:davoid.com,2009:index.php/site/index/1.3</id>
      <published>2009-11-08T12:46:32Z</published>
      <updated>2010-01-05T16:57:33Z</updated>
      <author>
            <name>David Huntrods</name>
            <email>david@davoid.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>First of all, I approached the sound in AstroSerf the way I did most everything else - from the perspective of the player.&nbsp; Most of the time when I&#8217;m playing a game, the sound doesn&#8217;t really jump out at me, and when it does, it&#8217;s usually a bad thing.&nbsp; I decided that for AstroSerf, the sound should mostly just be feedback to reinforce what the player was doing, so I made a list of all the events that a player could initiate and any events they would need to respond to and laid the groundwork in the code for playing a sound when those events occurred.&nbsp; Then I tried to think of real-life sounds that would trigger the kind of reaction I wanted from players in those cases.&nbsp; </p>

<p>For example, when the ships land on the planets, their timers start and then you just wait for them to finish.&nbsp; I needed a sound that indicated something had happened, but the action the player needed to take in this case was just to go &#8220;Ok, that&#8217;s good, I can leave that alone for a bit&#8221;.&nbsp; The sound of a car alarm activation fit the bill perfectly, because that&#8217;s exactly how it works when you set the alarm on your car in a parking lot.&nbsp; Click -&gt; beep beep -&gt; Ok, I&#8217;m good.&nbsp; I also figured it would be a laugh to have the space ships &#8216;parking&#8217; on the planets, since for me the sound evokes an image of a mall parking lot or something similar, which was close enough to what I wanted to convey.&nbsp; </p>

<p>I went through a similar thought process for all of the sounds in the game, trying to find a balance between sounds that were &#8216;meaningful&#8217; in terms of the reaction they might provoke, whether from everyday life or movie/TV convention, and sounds that were maybe a little whimsical or light-hearted.&nbsp; That&#8217;s why the ships make a little &#8220;blargh!&#8221; sound when they explode.&nbsp; Where I couldn&#8217;t find a suitable sound I ended up mixing together other sounds or, in some cases, recording my own.&nbsp; </p>

<p>In terms of the mixing, most of it was just cleaning up the sounds in Audacity and ensuring the volume levels were consistent, as nothing takes me out of a game more than one sound that&#8217;s just REALLY LOUD.&nbsp; I also did a fair bit of pitch shifting on a few of them to ensure that they all harmonized, and that none of the sounds clashed unpleasantly, since I couldn&#8217;t predict all the combinations of sounds the player was likely to hear.&nbsp; That&#8217;s something that occurred to me after I had picked most of the sounds, and had started working on the level music, so the sound effects ended up taking on a slightly musical quality.&nbsp; </p>

<p>Now, I&#8217;m not really a musician - I still struggle with Chopsticks on the piano - but I know music theory decently well.&nbsp; It is just math, after all!&nbsp; So for the level music I picked a chord and composed a quick little song around it.&nbsp; I picked an augmented C chord, because I like the mysterious quality that non-major chords give, but found a minor chord too dark and serious for the game.&nbsp; Then I pitch shifted the sound effects as necessary to match one of the three notes in that chord.&nbsp; I figured I had succeeded when I found I could listen to the game while not actually playing and not be annoyed by the blips and dings.&nbsp; </p>

<p>All in all, working on the sound part of AstroSerf was a lot of fun, and a very different experience from the graphics and coding side of things.&nbsp; I&#8217;m very happy to hear from players that they like this aspect of the game, but I&#8217;m not sure I wouldn&#8217;t be almost as happy to hand it off to a pro if I have the money for it in future projects!&nbsp; 
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    <entry>
      <title>AstroSerf goes live on the App Store</title>
      <link rel="alternate" type="text/html" href="http://www.davoid.com/index.php/site/astroserf_goes_live_on_the_app_store/" />
      <id>tag:davoid.com,2009:index.php/site/index/1.2</id>
      <published>2009-11-03T17:59:38Z</published>
      <updated>2009-11-04T09:07:39Z</updated>
      <author>
            <name>David Huntrods</name>
            <email>david@davoid.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>Well, that&#8217;s a relief.&nbsp; After three months of coding, drawing, composing, and god knows what else, I&#8217;ve finally published my first iPhone game.&nbsp; The response so far has been quite positive, which is a huge relief.&nbsp; I had started developing AstroSerf back around the end of July, when the App Store had a few success stories in the path drawing genre, but it still seemed like there was room for another provided it mixed up the formula a bit.&nbsp; As it turns out, I wasn&#8217;t the only dev that had this thought, and witnessed something of a flood of new line drawing games even as I was working away on my own.&nbsp; That&#8217;s a bit disheartening, to say the least.&nbsp; </p>

<p>Even though I was starting small, though, I decided not to rush things and focus on realising the complete design as it had been finalised.&nbsp; Now that I look at what else is out there on release, I&#8217;m glad I did.&nbsp; As a 1.0 release, I think AstroSerf stands up quite well, and there&#8217;s still plenty of room to expand it.&nbsp; Most importantly to me, it&#8217;s fun.&nbsp; At least I think it&#8217;s fun, and I&#8217;ve been playing it for a few months now.&nbsp; By all rights I should be sick of it by now!&nbsp; </p>

<p>The response from the TouchArcade community has been very postive so far as well, which is very encouraging.&nbsp; I don&#8217;t have any numbers yet, and I&#8217;m not sure when Apple&#8217;s sales trend reporting will kick in, but I&#8217;ll be sure to update on the numbers with some thoughts once I have them.&nbsp; As it stands now I have three things on my plate for the coming month: </p>

<p>1. Get AstroSerf 1.1 finished and submitted as soon as possible.&nbsp; I want to demonstrate to players that I&#8217;m committed to supporting this thing if they are.&nbsp; 1.1 will include OpenFeint support as the big feature, bug fixes if there are any that crop up from players (because I fixed all the ones <i>I</i> found), and a few other minor tweaks and new features.&nbsp; The update to follow this one will be my <i>pièce de résistance</i>, wherein I finally get the ball rolling with the &#8216;story mode&#8217; concept and different game modes.&nbsp; </p>

<p>2. Finish another project I&#8217;m doing on contract for a company here in Dublin.&nbsp; It must be done.&nbsp; I need Christmas money.&nbsp; </p>

<p>3. Finally, continue to lay the groundwork for my next game project.&nbsp; Just saying that reminds me of Rocky &amp; Bullwinkle.&nbsp; &#8220;And now, watch me pull a rabbit out of my hat&#8230; this time for sure!&#8221;&nbsp; 
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