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GAMAJUN GAMES
• Founded in 2012, Located in Brno
• Focused from the start on work for hire, to gather experience on Mobile.
• In late 2014 development of our own mobile game – TakeCover has begun.
TAKE COVER
• Take Cover is midcore strategy multiplayer game for mobile/tablet
• Combination of base builder and combat elements
• Player is able to directly control troops on the battlefield
• Featured by Apple in Europe
• Nominated for best mobile game and best multiplayer game on Casual
Connect in Tel Aviv 2016
DESIGN CLARIFICATIONS
• Initially game was designed to be Single-player soldier vs soldier experience
• After research, decision was made to switch to multiplayer
• Do we go Synchronous or Asynchronous?
• Due to technical side of Synchronous multiplayer, we had to redesign the game to fit Asynchronous
• Ended up being reversed tower-defense.
GAME ECONOMY DECISIONS
• Designing the game economy we had to come with set of currencies
• To simplify the system, we ended up with two soft currencies and one premium
• The amount of currency types limits developer control over player progression
as well as limiting the possibilities of special offering to generate extra
revenue
• Fixed by preparing the system to enable us to add additional currencies.
• However it is much harder to do after the game is already released.
SKILL ELEMENT IN FREE 2 PLAY ENVIRONMENT
• Unique twist of our strategy game is direct control of troops on the battlefield
• This allows players to leverage their playing capabilities to maximum
• Proven to be difficult challenge for us as developers to balance the game.
• Challenges the F2P model in a way, that even a higher level player can be defeated
by lower level player if he is playing perfectly
MATCHMAKING
• To provide the best possible experience for our players, we created a complex
ruleset for our matchmaking.
• Proven to be an error due to relatively small community in the early release of the
game.
• To improve the waiting times, we had to ease the restrictions
• Which caused higher unbalance and disrupted the experience of our players
• Create the server code to allow quick modifications based on the size of your player
base
MEMORY SIZE
• During the Soft-Launch we’ve noticed that our game has increased its memory
size to levels that we were not confident with
• By doing research we have found out extremely detailed textures
• By looking at the Data we have spotted places that did not require this
detailed graphics
MEMORY USAGE
• During the investigation of Memory size we’ve noticed Memory usage issues
• Upon looking at the data of tutorial completion of weaker devices we have noticed massive
drop between tutorial 1 and 2 when military base is loaded
• We have fixed this in two ways
A) first our graphic department had to repack all the sprite and texture atlases
B) We have created a priority list for all our assets what needs to loaded immediately
and what can be postponed
• This have resulted in massive improvement of performance on weaker devices as well as huge
improvement in loading times on all devices
LOCALIZATION
• During our preparation for global launch we were thinking what can we do to
improve the experience
• Decision was made to localize to multiple languages
• This proved to be a double-edged blade
• We have gathered a positive reviews, however it forces us to localize new
text we add to all the languages.
• Our lesson is to treat localization as a treat to the community, once the player
base in that given country reaches reasonable size.
RESPECTING THE DATA CULTURE
• During our soft launch we had to cut features to be able to launch the game
• When the data started flowing in, instead of scraping the existing designs, we
started to fit them
• This proved to be an error and the correct approach was to scrap everything we had
and craft new features to directly reflect the needs of our game
PUBLISHER PARTNERSHIP
• We have partnered with publisher to help us launch our game
• However we did not spend enough time unifying the 3rd party solutions
• We have ended up implementing different SDKs for Advertisement,
Attribution and Analytics
• This proved to be completely unnecessary if we would unite our views upfront
FEATURING CURSE OR BLESSING ?
• While Featuring is a blessing for any developer to have be sure you are
prepared!
• During our Soft Launch everything went well and smooth
• Being featured by Apple in most of Europe caused insane traffic and pressure
on our servers
• The Damage it causes to your reviews is very hard to repair
SUMMARY
• Create your high level design while respecting your technical possibilities!
• Craft your Game economy to give you control and options!
• Be cautious about Skill element in Free 2 Play Environment!
• Code your matchmaking so you are able to modify it quickly!
• Think why your game is increasing in size and if it brings value!
• Test your game after adding each new feature for memory usage!
• Use localization as a treat to the community!
• Don’t bend your data, bend the features!
• Be upfront with your publisher about 3rd party solutions and unite your vision!
• It is easier to prepare yourself for smooth featuring than repairing the damage!