I am going to make this blog just opinions and no technical stuff. I will be putting the technical stuff in the Developer Resources section.
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Forsaken is coming
December. What the? How did that happen. Man the year has just flown by.
I have been slightly distracted with my new game. Forsaken. It is nearly ready. I have been keeping it under raps. It is much more compreshensive than the two test apps.
It is a physics building game. With a focus on 3D. Should be out early January.
Almost Free Professional Website Hosting
Static Website hosting can be a bit expensive for what you are actually need. You usually have two choices between paying for a share in a webserver or hosting a webserver yourself. There are downsides to both options.
Sharing a webserver means you normally have a good connection but you might struggle sometimes if loads increase. You are also paying a nice regular amount for something you are not really using much.
Doing it yourself is a pain. You have to have a server and a good connection and keep it running.
Now there is a third way.
Recently, Amazon CloudFront switched on the default root option. Previously, if you used S3 or Cloudfront you still had to have a webserver to serve up your index.html file and then you could put the rest on S3/Cloudfront and it would server on Amazons massive infrastructure. The costs where trivial (especially for small loads). But the problem was having to still have to serve the first file (index.html), so you may as well just serve the rest with the index file.
But the new default root option now allows you to set a default file for your website.
So I have done it. If you are reading this them you are seeing my site hosted on Cloudfront/S3. If you type www.clockworkapps.com it now defaults to www.clockworkapps.com/index.html.
So my static website costs are going to cost me a few dollars per month to host and 10 USD per year for the host name. Much better than the couple of hundred dollars I was paying before this.
Setting this up was a snap. Just sign up for S3 and Cloudfront. Use something like Cyberduck (great free program for OS X) to create your bucket. You can use it to create your distribution file for cloudfront. Finally you need to get a recent "night build" of Cyberduck to set the root default.
All you have to do then is point your CNAME to the Cloudfront distribution.
I am using Google Apps for my custom email (so the email is free)!
There are a couple of tricks so if anyone wants more info let me know!!
Unity3D
Oolong Engine
I have been busy flip-flopping between game ideas and looking a 3D game engines for these ideas. I think I have settled on a game idea that is not too difficult and should be popular (I hope).
I have looked at a few game engines and was focused upon free and open source ones. I have a soft spot for the Oolong Engine. But it is relatively hard core, with little in the way of documentation but it rocks in terms of speed.
The alternative was SIO2 which seems quite good and has lot of documentation and examples but I had it struggle with a couple of things performance wise.
I have decided to give Oolong a go for this first project and see how it performs. I like their integration with bullet physics and maybe it won't be too taxing with the new blender integration.
As I am doing this by myself there is a lots of work to do in terms of development. There is the software itself, graphic design, testing, level development and balance. Lots of work.
Time Flies
It has been a long long time since the last update. Time has flown as they say.
I just got and read the new 37signals book "ReWork". Wow. These guys really have some good ideas and they have a unique ability to communicate it as well. I have used their basecamp software for a remote project and it was wonderful.
I am going to implement some of their advice here and so this blog entry and lots more. I am thinking about their teaching idea and I am planning to write up a few tutorials on some of the more basic things I use and have worked for me. I am also going to put together a list of things and decisions that I have made and the reasons for them.
In the rework style, this is a two way street as by helping others you help yourself (in that they start to build my audience). And also feedback and opinions can be very helpful in learning new things.
Watch this space.
Analysing the Stats
Now the Turkish market isn't too big. So I am not too excited about it but I does show the relationship between the being top in the subcategories and how it equates to the parent sections. I have tried to get a few reviewers to notice the app but so far nothing has emerged so these statistics are just based on the influence of rank (if you can somehow get into the ranking to start with).
My ratings have been mostly 1 Stars but there have been a few 5 Stars and given the rating systems negative bias it is to be expected (by still hard on the ego). I tried to improve my rating by asking people to review my app (I added a custom ad into the game (via Mobclix) and got 210 clicking on the ad to do a review. Unfortunately nobody actually did the review (as far as I can tell). The link opened up the App Store on the iPhone which then requires you to enter your password. That my have scared people off, which is far enough. Also there is no way to get them to do a simple rating (as far as I can tell) so they may also have borked at doing a full review.
Well this is been interesting. Will be fun to see what happens next.
My conclusion from all this is that you need to get noticed. Once you get into the Top 100s then it seems to feed itself quite a bit. But getting in there is a bit of a hit and miss. Getting a big App review site to review you would be a key way into the store (or even better getting an Apple feature!!!).
Ops I forgot. I go the stats via MajicRank and I forgot to turn off the default setting which gets only the Big 8 stores. Changed that in the preferences so that is why the Turkish stats start on the 31/12 (so no idea what happened before that).
SOSGamePrem:Ad-Free version of the TheSOSGame
Well I finally gave up on the idea of doing inapp payment for removing the ads. It was just too complicated. To do it properly I had to do a bunch of things that included having a server that would manage who had paid and not. This would allow people, who had deleted the app and later reinstalled it, to keep the Ad-free/payment status in the app. Just too much hassle for this app.
So welcome to the SOSGamePrem. Exactly the same as TheSOSGame but without the ads. It is much simpler to do. Try out TheSOSGame and then if you like it and don't want the ads then get SOSGamePrem. I won't be diverging them functionality wise. They will aways have the same functionality but the free version will be ad supported.
I am currently working on the first "real" app. I have decided to go to the "killer" app and forget (for now) about the other interim ideas I had been having. TheSOSGame was always just a test app so I could learn the store and the process. I has taught me heaps and now I am better prepared.
Lesson 1: It is hard to get notice. I realised that the App Store was big but getting noticed is a real art. I somehow managed it in Turkey and shot to the top (at the peak TheSOSGame was 1st for Free Family Games, 2nd for Free Board Games, 3rd for Free Games and 4th for Free Apps). Very moderate success in Greece (25th for Free Family and Free Board) and I was bouncing around in Canada at 70-80 mark for Free Board Games.
Lesson 2: Fame is self reenforcing. The more popular you are in the app store the more noticed you get and thus the more popular you are and on and on. The Turkey store has had several thousand downloads where as other stores have been very small.
Lesson 3: Not all stores are equal. The Big 8 Stores are big. The US store is the key. Success in the US store is make or break. But it is probably the hardest store to be successful. You need a super big volume to get in the Top 100 for your category. If you get this far you have a good chance but frankly not many get there.
Lesson 4: Discounted Apps mean early success. I had a lot of trouble understanding why developers would release their apps at discount. Launch specials etc. Why? You don't get much money and you devalue your app at the same time. Discounting a paid app to free was just crazy!!! But given Lesson 3 it all makes sense. You make your money on the climb up the Top 100. Not in getting into the Top 100. So make it cheap or free and get it in the Top 100 and then go back to full price and hope you funnel up the Top 100 and rake it in.
Lesson 5: Nobody likes free Apps. Well review wise they don't. The App review process is broken. Most people only review an app when they delete it. When you have a free app then lots of people download it. And then lots of people who don't like it then delete it and thus rate it badly. Very very few people rate an app when they are not deleting it. People don't tend to delete paid apps. They have already spent their money, deleting the app is throwing the money away.
Lesson 6: Success = Killer App. You cannot realistically survive in the app store doing medioca apps. There are too many apps out there. Frankly you are just going to get drowned in the noise of the shitty spam apps and the other medioca apps. You need to go for the killer app as soon as possible. I had planned on an incrementally improving apps that would be more and more sopisticated and I could learn as I go. But I don't think there is much point in doing that. Most of the apps aren't going to get noticed and thus not make it worth my time. So I have a killer app idea and I am going to work on that and once it is ready... go for it. It will be so much easier for Apple, Reviewers and even mainstream media to get onboard with my app if it is seriously good!!
TheSOSGame 1.2
As per the last blog entry, I have revamped the UI so that TheSOSGame is easier to use. And amazingly it is already live. 2 Days from submission to release. Wow... Go Apple Go!!!
Turkey is still on fire. We are 1st Free Family, 2nd Free Board, 3rd Free Games and 4th Free Apps over all.
We got a good review on a Canadian Blog.
I also tweaked the Advertising System (Mobclix) which meant that a few more countries are getting the ads (and now Turkey which should make a big difference!!!)
Rationalising the UI
The User Interface that I used for TheSOSGame was very reflective of how you would play the game on paper. You would choose your spot and make sure you were happy with it. Write down your S or O and then once you lifted your pen from the paper that was it. Not going back. So in my iPhone implementation I tried to emulate that with the concept of locking your select in. Until you locked it in then you where free to change your mind but once you locked it in that was that.
But I started to realise that this made for an unnecessary extra step in my game. You didn't need to lock it in. We had an unnecessary step that was potentially (and really) a cause of confusion. So with version 1.2 it will be gone. This has meant a redesign in the UI that means you now: 1. Select your square to rotate, then you end your Turn. 2. If you can stroke then you do it and the selections you make will be automatically locked in for you. I hope that simplifies things.
Turkey is still going crazy we are now 4th most popular free Game and the 8th most popular free app. I know it doesn't mean much in the scheme of things as Turkey is such a small Store. But it is great to get a idea of how the chimney effect works (i.e. once you get high enough in a section you shoot straight up due to the momentum of your rank (which only increases as you go up)).
Number 1 in Turkey.... for Free Family Games
It is sort of funny as the actual downloads are not too hug but still it is something to "PR" about.
Here are the Turkish rankings for TheSOSGame:
Top Free : 31
Top Free Games: 16
Top Free Board Games: 2
Top Free Family Games: "1"
Next Target of Conquest is Greece. Currently 15th free board game and 16th free family game.
These App Stores a pretty small so nothing to get too excited about (especially with a free app)!!
Now if Canada (or USA) start to play then I will get happy.
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I would like to thank all the People in Turkey!!!
TheSOSGame 1.1, Big in Turkey and more Spam
One thing I noticed with people playing the game was that they seemed to struggle initially with the rotating of the squares to reveal an S or an O. So I made a little User Interface change to make this a little easier to do. And then I released it to the App Store. It was submitted on the 28 Dec and was in Review on the 2 Jan and then accepted on 2 Jan (an hour or so later).
In the busy busy market place it is hard to get noticed. TheSOSGame appeared in the Australian top 100 Free Board Games for a bit and then fell out (got up to 89). But I seem to have struck a cord with the Turkish market and am current the 6th most popular Free Board Game (and 5th Most Popular free family game). No idea why Turkey is working for me (also Greece is doing ok). But it is interesting to see what happens when you get in a top 100 and stay there. There is a positive feedback loop where you ranking seems to drive more users your way which then drives your ranking higher. The problem seems to be just getting in the top 100 in the first place. If you can get in and it sticks... then you can propel your way up quite quickly. The size of the Store seems to be a big factor for me. The Australian store is one of the "so called Big 8" and thus is harder to keep in but the Turkish store (I am guessing) is smaller and easier to progress. Also sitting at number 70-73 in the Canadian App Store for free Board games. (Love MajicRank for determining ranking across the world)
With the release of the 1.1 version, you get put back in the recently released list and thus get a little bump in customers. I had a look at my app and it was way way down on the list. There where literally dozens and dozens of the spam apps in the list... (of the Peg and Reversii variety plus lots of other new ones.) Apple has to take a stand on this as it is just bloating the store. I have another idea about restricting the spam apps. You could have a limit on the number of apps a single developer can have. Or limit the number of new or updated apps per month ... anything to stop the flood!!!!
Minimalist Launch
I have deliberately done very little in terms of promoting TheSOSGame. I wanted to see how much interested I could generate from just publishing the App in the App Store and just this Blog. I will detail the actual statistics in a later post but I thought I would provide a summary here.
I used PinchMedia and MobClix to provide Analytics and Ads respectively (MobClix have Analytics but I wanted someone independent as well). PinchMedia is reporting 500+ downloads worldwide with the main markets being: US, Canada, Turkey and Australia. Not sure why Turkey got a look in here???
As I am in Australia I could see the status of TheSOSGame in the Australian Store. It managed to get into the top 100 for Free Board Games. It hit 92 one day, then 91 then 89 and finally 99 before dropping out. I had about 50 downloads from Australia so it seemed you could get into the top 100 for the free Board games section with less than 50 downloads (well for a little while).
I also used the AppReviewsFinder to analyse all the reviews and ratings for all the stores. I got some good ratings but also a few bad ones (from people that didn't like it, deleted it and then rated it badly (as you would expect)). Again this shows the tilt towards the bad reviews.
I am going to leave the App in the store and see what happens in terms of ratings, playings and reviews. I want to see what happens as time goes by. Will people keep playing it, will people tell their friends etc etc. or will it just slowly die.
I am working in a few improvements to TheSOSGame. Including being able to remove the ads via an once off payment (in-game). I really want to add multiplayer and competitive scoreboard but I am waiting for Open Feint to get 2.5 out so I can use that.
Poor Ratings
My game has hit the store and it is doing ok by my standards. This was always just a test app for me, learning about the pros and cons of the process.
One of the things I had heard about and seems to be bearing out is the Rating system for apps. When you delete apps you get a opportunity to rate them. For many users this is the only time they rate an app. Normally when you are deleting an app, you don't want it for some reason and usually you don't like it. So consequently you give it a 1 or 2 star rating.
This seems to be happening for TheSOSGame. Given the statistics I am seeing people are playing it but only a couple of people are rating it and those ones are the people that don't like it.
I am not sure why Apple give you the opportunity to rate an app when you delete it. This will obviously going to skew the result to the negative.
So what can we do for the next app so balance this out.
1. I have seen some apps that have the option to rate the app inside the app (linking to the store I guess).
2. Prompt the player at the end of the game to give it a rating (this might be a bit too in your face.. and might get you rejected).
3. Use social network to provide an alternative review system (like open feint or plus+)
4. Just take your lumps and rely on third party reviews to bring them in and hope people start doing some positive reviews.
I really thing Apple need to remove the review option when the app is deleted. I creates a more level playing ground. If people want to review it (good or bad) they should all follow the same process (go to the App Store and review it)
TheSOSGame is Free
The SOSGame is just a fun little app based on a game that I played as a kid. I am using it to learn the about programming apps and using the developer tools that Apple provides.
It also will let me learn about the whole iPhone App thing so that I the next app will be an easier ride.
One of the things I am going to try out is a slightly different business model. I am making the TheSOSGame free and full functionality. I will keep adding some extra functionality but everything will always be free.
So where is the business model in free. Well there are ads. So I make money via the ads (hopefully) and I am planning to offer the option (instore payments) that lets people permanently turn off the ads. But you don't get any extra functionality you just get no ads. So if you don't care about the ads then it is free and fully functional but if you want ads free then you need to pony up (when I get it working).
Please feel free to make suggestions at the bottom of this page/section or email me here.
App Spam
This is getting to be a sore point for me. The other day I read about a developer that had been abusing the review system with lots of false positive reviews for their apps. Some good guys caught out some idiots and then they had their developer licence revoked and all there apps removed. Yaa everyone is going... the bad guys got caught and Apple did the right thing. Well they had all 1000 apps removed from the store, which is 1% of the total number of apps.
1000 apps!!!!! So these guys have been spamming the store with apps and Apple has been letting them do it. There are lots of people that have been complaining about Apple rejecting apps and railing at the perceived inequity of it all. Sometimes Apple does seem to make a few boo boos but 100,000 apps in the store there are going to be mistakes.
What I am unhappy about is these spammers. They are adding hundreds if not thousands of apps to the store and most are of dubious quality. They idea seems to be that if you put enough apps in the store you can get a few unlucky people to buy your apps and you might be able to make a nice little earning milking the suckers. This is a business model, a pretty low and nasty business model but it seems to work for them.
I just had a look at the current apps and there is a series of obviously spam apps that have just been released ("Touch Scanner spam" and "All About spam")
Apple seem reluctant to do anything about it as there are a few problems with getting rid of them.
1. Apple will get more grief for "banning" more apps
2. Criteria (when is an app useless)
3. 100,000 apps sounds great. (but if like 50,000 are useless spam then that looks a bit hollow... 50k isn't a stretch if one developer had over 1k apps and I have seen other developers get banned with 1k+ apps)
But there are also lots of benefits to other developers if Apple get serious about getting rid of the spam.
1. Less apps = less noise in the store (you might get noticed)
2. Quality control. People are going to be more confident in getting apps if they better protected from spam.
3. Quicker review times. (they will stop submitting if they are getting rejected)
I have a mechanism that might help this process. But it might be a little controversial. People have to pay a deposit when submitting their apps. Yea say people have to pay 10 USD to submit an app and if you submit spam you loose it. If you submit a legit app then you get your money back. Alternatively you only get you deposit back if you make 10USD from the sales of you apps (so you get 10USD in sales you get 10USD deposit back). This works because the spammers don't make much per app (I think) an usually they only make money on one or two of their apps (which is why I call is spam). If they actually lost money on most of their apps then their business model takes a hit and becomes less viable.

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