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    <title>DaVoid Digital</title>
    <link>http://www.davoid.com/index.php/site/index/</link>
    <description>About stuff</description>
    <dc:language>en</dc:language>
    <dc:creator>david@davoid.com</dc:creator>
    <dc:rights>Copyright 2009</dc:rights>
    <dc:date>2009-12-03T19:28:18+00:00</dc:date>
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    <item>
      <title>AstroSerf Post&#45;Mortem</title>
      <link>http://www.davoid.com/index.php/site/astroserf_post-mortem/</link>
      <guid>http://www.davoid.com/index.php/site/astroserf_post-mortem/#When:19:28:18Z</guid>
      <description>It&#8217;s been one month since AstroSerf was released on the App Store, and nearly one week since the first update went live.&amp;nbsp; What better time to give a brief run&#45;down of my experiences thus far?&amp;nbsp; 
The first point would be to say that I&#8217;ve been pretty consistently disappointed with the sales.&amp;nbsp; I shouldn&#8217;t be surprised, as this seems to be the one major complaint of app developers out there.&amp;nbsp; I think there are a number of factors responsible.&amp;nbsp; The first and most obvious is that it&#8217;s just plain hard to get noticed on the App Store.&amp;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.&amp;nbsp; 

A close second would have to be my approach to marketing &#45; which is to say, my non&#45;approach.&amp;nbsp; I tried to keep threads on various forums active, and I got the best response from the Touch Arcade forums.&amp;nbsp; I quickly found that publishing material on my own sites, including this blog, amounted to me, alone in a room, talking to nobody.&amp;nbsp; So that&#8217;s always encouraging.&amp;nbsp; 

Finally, I have to admit that the app itself just might not have been that appealing to a large number of players.&amp;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.&amp;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 tried it, it doesn&#8217;t do much to sway the rest.&amp;nbsp; The other part of this is that, even though I tried to ensure every part of AstroSerf was top&#45;notch, I do have my limits.&amp;nbsp; In particular, the lack of variety in the game has been the only really negative comment anyone has had.&amp;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.&amp;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.&amp;nbsp; 

So does that mean AstroSerf was a failure?&amp;nbsp; In some sense maybe.&amp;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.&amp;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.&amp;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;.&amp;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.&amp;nbsp; 

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

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.&amp;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.&amp;nbsp; 

2. I figured a line drawing game would be a good first project, since it&#8217;s a pretty simple single&#45;screen game, and it&#8217;s been proven in the market.&amp;nbsp; The problem?&amp;nbsp; Oh good god has it EVER been proven.&amp;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.&amp;nbsp; Maybe a line drawing game might be fresh again in six months, but right now, and when AstroSerf came out?&amp;nbsp; Yeah, I was screwed.

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.&amp;nbsp; In my mind I was thinking of developers like Bolt Creative, where they added content as they went along.&amp;nbsp; What I failed to account for was that this isn&#8217;t 2008, and that shit don&#8217;t fly any more.&amp;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.&amp;nbsp; 

I&#8217;m not giving up on this whole thing just yet, though.&amp;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&#45;hand instead of just reading it on someone&#8217;s blog.&amp;nbsp; Yes, I suppose that is kind of meta.</description>
      <dc:subject></dc:subject>
      <dc:date>2009-12-03T19:28:18+00:00</dc:date>
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    <item>
      <title>AstroSerf featured on the App Store</title>
      <link>http://www.davoid.com/index.php/site/astroserf_featured_on_the_app_store/</link>
      <guid>http://www.davoid.com/index.php/site/astroserf_featured_on_the_app_store/#When:21:23:42Z</guid>
      <description>Slowly clawing my way into the hearts and minds of players!&amp;nbsp; I just received word today from a fan in the AstroSerf discussion thread on the Touch Arcade forums that AstroSerf has been featured under the &#8220;Hot New Games&#8221; section on the in&#45;iPhone App Store &#45; under both the &#8220;Featured&#8221; and &#8220;Popular&#8221; sections!&amp;nbsp; 
Following on from the first blog review of AstroSerf &#45; a very positive one, I might add &#45; there seems to be a bit of buzz building, which I&#8217;m always glad to see.&amp;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.&amp;nbsp; 

And a special thanks to everyone who&#8217;s taken the time to leave a review in the App Store!&amp;nbsp; Keep &#8216;em coming, guys!&amp;nbsp;</description>
      <dc:subject></dc:subject>
      <dc:date>2009-11-10T21:23:42+00:00</dc:date>
    </item>

    <item>
      <title>The Sound of AstroSerf</title>
      <link>http://www.davoid.com/index.php/site/the_sound_of_astroserf/</link>
      <guid>http://www.davoid.com/index.php/site/the_sound_of_astroserf/#When:12:46:32Z</guid>
      <description>Well, my first game has been out on the App Store for a week now, and much to my relief all of the people who&#8217;ve been kind enough to comment on or review AstroSerf have been really positive about it.&amp;nbsp; One of the comments that I&#8217;ve got is about the sound in particular.&amp;nbsp; Doing sound design for a game was something totally new to me, so I&#8217;m pretty pleased that people have picked up on it as something that works well in the game.&amp;nbsp; Here I&#8217;ll go into a bit of detail about how I approached it.
First of all, I approached the sound in AstroSerf the way I did most everything else &#45; from the perspective of the player.&amp;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.&amp;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.&amp;nbsp; Then I tried to think of real&#45;life sounds that would trigger the kind of reaction I wanted from players in those cases.&amp;nbsp; 

For example, when the ships land on the planets, their timers start and then you just wait for them to finish.&amp;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;.&amp;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.&amp;nbsp; Click &#45;&amp;gt; beep beep &#45;&amp;gt; Ok, I&#8217;m good.&amp;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.&amp;nbsp; 

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&#45;hearted.&amp;nbsp; That&#8217;s why the ships make a little &#8220;blargh!&#8221; sound when they explode.&amp;nbsp; Where I couldn&#8217;t find a suitable sound I ended up mixing together other sounds or, in some cases, recording my own.&amp;nbsp; 

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.&amp;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.&amp;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.&amp;nbsp; 

Now, I&#8217;m not really a musician &#45; I still struggle with Chopsticks on the piano &#45; but I know music theory decently well.&amp;nbsp; It is just math, after all!&amp;nbsp; So for the level music I picked a chord and composed a quick little song around it.&amp;nbsp; I picked an augmented C chord, because I like the mysterious quality that non&#45;major chords give, but found a minor chord too dark and serious for the game.&amp;nbsp; Then I pitch shifted the sound effects as necessary to match one of the three notes in that chord.&amp;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.&amp;nbsp; 

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.&amp;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!&amp;nbsp;</description>
      <dc:subject></dc:subject>
      <dc:date>2009-11-08T12:46:32+00:00</dc:date>
    </item>

    <item>
      <title>AstroSerf goes live on the App Store</title>
      <link>http://www.davoid.com/index.php/site/astroserf_goes_live_on_the_app_store/</link>
      <guid>http://www.davoid.com/index.php/site/astroserf_goes_live_on_the_app_store/#When:17:59:38Z</guid>
      <description>AstroSerf, the first game under the DaVoid Digital banner, was released on the App Store today.
Well, that&#8217;s a relief.&amp;nbsp; After three months of coding, drawing, composing, and god knows what else, I&#8217;ve finally published my first iPhone game.&amp;nbsp; The response so far has been quite positive, which is a huge relief.&amp;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.&amp;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.&amp;nbsp; That&#8217;s a bit disheartening, to say the least.&amp;nbsp; 

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.&amp;nbsp; Now that I look at what else is out there on release, I&#8217;m glad I did.&amp;nbsp; As a 1.0 release, I think AstroSerf stands up quite well, and there&#8217;s still plenty of room to expand it.&amp;nbsp; Most importantly to me, it&#8217;s fun.&amp;nbsp; At least I think it&#8217;s fun, and I&#8217;ve been playing it for a few months now.&amp;nbsp; By all rights I should be sick of it by now!&amp;nbsp; 

The response from the TouchArcade community has been very postive so far as well, which is very encouraging.&amp;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.&amp;nbsp; As it stands now I have three things on my plate for the coming month: 

1. Get AstroSerf 1.1 finished and submitted as soon as possible.&amp;nbsp; I want to demonstrate to players that I&#8217;m committed to supporting this thing if they are.&amp;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 found), and a few other minor tweaks and new features.&amp;nbsp; The update to follow this one will be my pièce de résistance, wherein I finally get the ball rolling with the &#8216;story mode&#8217; concept and different game modes.&amp;nbsp; 

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

3. Finally, continue to lay the groundwork for my next game project.&amp;nbsp; Just saying that reminds me of Rocky &amp;amp; Bullwinkle.&amp;nbsp; &#8220;And now, watch me pull a rabbit out of my hat&#8230; this time for sure!&#8221;&amp;nbsp;</description>
      <dc:subject></dc:subject>
      <dc:date>2009-11-03T17:59:38+00:00</dc:date>
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