A person I know quite well explained to me how his company hired a team of six or so developers to work on a project full-time. They worked on the project for about about two years before feeling ready to showcase it to clients. Once they showcased it to clients they realized their solution was far too generic for its intended application and it had to be scrapped. Huge amounts of time and money lost due to bad project management and inability to meet market needs. The solution ended up so generic that it could not really fit the specific role it was needed for. Its intended market requires a high amount of attention to specificity and detail.
At university, I spent almost a thousand dollars on an espresso machine and a few hundred dollars on cups. I was going to open up a to-the-classroom coffee delivery service. I just never pulled the trigger. I've had really good espresso every morning though, and the cups are reusable.
I spent 11 months writing an app, https://www.youtube.com/watch?v=vS6Z81dMzhc, and sold less and sold less than 100 copies. It was probably too much to take on as my second app... I did learn a lot though.
A whole summer mid-college in my late teens (three months of prime time it turned out!) coding a cloud e-learning platform for the industrial training vertical (what a Cornerstone does today basically) for a partner who then didn't sell any product, disappeared and I had to go and sue - cost me both time and legal fees!
Years. I've made a lot of games not up to the level of quality I want to be associated with. They're in a graveyard on my NAS.
I don't buy into the "it doesn't have to be good, it has to be done"; for me it has to be good and done to feel okay having my name on it. But I'm getting much better at this, and am working on a project I feel good about.
Worked with a friend and his family's privately owned SMB to monetize an additional revenue stream. Spent 6 months part time and used a bunch of social currency to get a Fortune-100 company on board as a paying customer for MVP.
Asked to signed a contract as a consultant so they could "properly compensate me" -- trusted and signed and got kicked out the next day + had a gag order in the agreement so I couldn't talk publically about it.
Lost a friend and learned a big life lesson there. The project floundered after that; it was my heart's desire to make it work even if I wasn't there, but they just shuttered it without letting me know. I emailed them to give me some peace and closure by at least letting me know why they did what they did but never got a response. I still see this "friend" due to a common-ish social circle.
Bad things happen some times -- I haven't lost the ability to trust and have faith in people; my opinion of lawyers and contracts that protect me have increased though.
My first game for an early mobile platform (2003) took me six months and sold 600 copies. My latest iPhone release took a couple of years of part time work, and doesn't look like it will even approach that. It won't even cover the cost of repairs I made to my macbook during development.
I am proud of my games, I only ever wanted to be a game designer but right now I'm feeling wary of expending so much effort again for so little reward or even recognition.
Well, I bought the game and I gave it a shot. I like indie-productions like this.
The game is fun but I encountered a little snag where, somehow, it'd keep asking me if I wanted to resume the game constantly. I must be doing something non-standard with my thumbs and this takes away from the experience.
Granted, I play this on an iPad at 1x-mode, so the form factor difference might be the reason for the constant pausing.
Hmm, Not sure what the problem would be. Are you accidentally touching the top right corner of the screen? Thats where the pause button is, there's a little video player pause icon up there. I made that whole corner into a pause button so it's easy to hit when your playing on the iPhone
When I put the system at 2x and played the game, I made it as far as level 8 without a glitch. Then, all of a sudden, it kept going into a mode where it kept asking me to resume again. I play the game on landscape mode on an iPad Air, if it helps you any.
The game is fun.
My constructive criticism is more business related than game related. For $1.99, there are other apps that give you a lot of strong competition. An ad model or some other addictive mechanic that employs IAP once people have it in their hands might work better for you. Also, more people looking at it will get you more feedback, and that'll guide your future development as a developer.
Regardless, I've added your blog to my list of blogs to read. I'd like to see you succeed in your efforts, whatever it is you try (if you continue on this path.)
Thanks mate, To be honest the game was designed primarily for iphone and ipod touch. I've tested it on 3 generations of iphones and ipods.
When I set the deployment target to "iphone" rather than "universal" I assumed the app store would exclude those devices. I will have to get my hands on the various ipad models for more testing.
I've always been a bit wary of the IAP model used by so many mobile games. I guess I am more of an oldschool designer, better suited to making PC games.
Oh, and thanks for checking out my blog. I've got a lot more writing in the pipeline.
I've had some web app projects i've been playing with for a couple of years now - i've completely rewritten some from scratch several times over (and I have yet to actually finish the custom framework I was going to make for my personal website which has been useless since about 2011.) And if you count Game Maker projects that i've started, stopped, and restarted again, and given up on again... maybe five or six years?
Although with my tendency to ignore projects entirely for weeks or months at a time, it's not as bad as it seems but still there's a long line of failed projects behind me. Really, what do I have to show for anything? Not much.
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[ 2.8 ms ] story [ 44.9 ms ] threadI don't buy into the "it doesn't have to be good, it has to be done"; for me it has to be good and done to feel okay having my name on it. But I'm getting much better at this, and am working on a project I feel good about.
Asked to signed a contract as a consultant so they could "properly compensate me" -- trusted and signed and got kicked out the next day + had a gag order in the agreement so I couldn't talk publically about it.
Lost a friend and learned a big life lesson there. The project floundered after that; it was my heart's desire to make it work even if I wasn't there, but they just shuttered it without letting me know. I emailed them to give me some peace and closure by at least letting me know why they did what they did but never got a response. I still see this "friend" due to a common-ish social circle.
Bad things happen some times -- I haven't lost the ability to trust and have faith in people; my opinion of lawyers and contracts that protect me have increased though.
I am proud of my games, I only ever wanted to be a game designer but right now I'm feeling wary of expending so much effort again for so little reward or even recognition.
The game is fun but I encountered a little snag where, somehow, it'd keep asking me if I wanted to resume the game constantly. I must be doing something non-standard with my thumbs and this takes away from the experience.
Granted, I play this on an iPad at 1x-mode, so the form factor difference might be the reason for the constant pausing.
When I put the system at 2x and played the game, I made it as far as level 8 without a glitch. Then, all of a sudden, it kept going into a mode where it kept asking me to resume again. I play the game on landscape mode on an iPad Air, if it helps you any.
The game is fun.
My constructive criticism is more business related than game related. For $1.99, there are other apps that give you a lot of strong competition. An ad model or some other addictive mechanic that employs IAP once people have it in their hands might work better for you. Also, more people looking at it will get you more feedback, and that'll guide your future development as a developer.
Regardless, I've added your blog to my list of blogs to read. I'd like to see you succeed in your efforts, whatever it is you try (if you continue on this path.)
Thanks for sharing the link.
When I set the deployment target to "iphone" rather than "universal" I assumed the app store would exclude those devices. I will have to get my hands on the various ipad models for more testing.
I've always been a bit wary of the IAP model used by so many mobile games. I guess I am more of an oldschool designer, better suited to making PC games. Oh, and thanks for checking out my blog. I've got a lot more writing in the pipeline.
Although with my tendency to ignore projects entirely for weeks or months at a time, it's not as bad as it seems but still there's a long line of failed projects behind me. Really, what do I have to show for anything? Not much.