I Know What You Did Last Week #19

Things are JAMMING here at NimbleBit HQ. All of our forces have assembled to form the Ultra NimbleBot.
officezg

A quick aside, here is a cool postmortem article from Cogs‘ creator Rob Jagnow of Lazy 8 Studios about indie game wrangling and lessons learned.

Onto the meat!

Doxygen is a neat tool that will take your source code as input and output nicely formatted HTML documentation. Ogre uses it and has really nice documentation. As Ian is currently helping out with Zero Gear, I decided it was time to generate proper docs for the game. The only problem is that docs aren’t being generated for a few random files. Does anyone know why this might be? I have EXTRACT_ALL selected in the settings…

Last week I continued the never ending journey of making the game run faster, smoother, and 10% more delicious. One quick thing I did that resulted in a smoother game was smoothing out the synced time between the server and client instead of just directing setting it upon syncronization. I like simple solutions like this! Still not perfect, but getting there. Also, I decided it was time to limit the server framerate (it was up to 3000 FPS at times!) to 200 FPS so it uses less CPU time.

This week I am down in sunny San Diego (and HOT compared to foggy SF) to work with Dave and Ian on Zero Gear. We are already making great progress and have a small LAN party planned for this weekend where we will do some testing. Should be fun!

Last week I finished up the graphics of my new Skate map, which in a fortunate turn of events has transformed into a great physical sandbox for all our kart physics testing needs. I have clocked in many miles over the last week constantly driving and tuning, driving and tuning - rinse and repeat. I have also been testing all the bug fixes coming through.

This week will be much more testing and driving and tuning (while battling a wicked cough / head cold). More Zero Gear is being played in the NimbleBit offices than ever before, certainly a good sign!

Last week I submitted updates to every one of our twitter enabled iPhone games, adding features that toggle tweet visibility to your followers and store a score tweet to send later when you’re offline. In other news, Moon Drop has been featured in the “What’s New” section of the App Store! We’re hoping this brings more attention to our newest NimbleGame.

Right now I’m up to my neck in Lua trying to help out with Zero Gear, wish me luck!

New Zero Gear Skate Map

Here are some promised new screenshots of what I have been working on for Zero Gear over the last week or so. Hopefully it will blossom into a new game mode centered around stunts, and recognizing barrel rolls, flips, airtime, etc. Kind of like Tony Hawk meets karts. Soon I also hope to experiment with allowing players to align the rotation of their kart in mid-air, similar to games like Motocross Madness or Rush 2049. This might allow players to land all sorts of tricky jumps as well as pull off new tricks.

I Know What You Did Last Week #18

Last week was pretty busy, here’s a quick summary:

Poison Oak, it is poison and tries to eat your arm. That is what I learned last week. Also, to be sneaky, it will wait about 5 days before making its presence known. It is to be avoided at all costs. As I watched my arm get eaten over the course of a few days, I managed to get some work done on Zero Gear. A few errors related to weapons being destroyed, a really tricky bug that was causing the wrong kart to display, general optimizations, and an unexpected math error (I wish dividing by 0 would just produce 0, dumb math) bug preventing name tags from displaying in certain cases were all taken care of.

There are only 2 more big items left on the tracker. I am planning to take care of those today. On Thursday I am heading down to San Diego for a couple weeks to work with Dave and Ian on polish and testing. The build is really starting to look good!

Last week I spent a brief bit of time working on promotional graphics for yesterdays National Ice Cream Day Scoops promotion, as well as playing a lot of Moon Drop. For the rest of the week I was working on a new Zero Gear map taking the form of a giant skate park, or I guess I should say, kart park. Hopefully it will be the first map of a new stunt-based game mode, although it should make a pretty fun tag map as well.

This week I am going to put some glitter and veneer on the map so that I can post some media of it!

Last week saw the release of our latest game Moon Drop! Sales have started out pretty slow, but what reviews it has gotten so far have been glowing. I spent the weekend hammering on our Twitter integration, adding things like a switch to make your score tweets public or private (invisible to your followers), a Nearby scores page showing scores within 300 miles, and the ability to click on a player and see his past scores. Twitter’s powerful search parameters made it a breeze to implement and since the scores are web-based we don’t have to wait on Apple to push these new features live! Yesterday was National Ice Cream Day and our special Scoops promotion! Close to 35,000 took advantage of the tasty holiday and downloaded Scoops for free, hope they find it cool and refreshing! Scoops will remain on sale for 99 cents for the remainder of National Ice Cream Month. This week I’ll be wrapping up some updates to Moon Drop and other iPhone games before taking a vacation to PC game development land to lend a hand on Zero Gear.

Scoops Free On National Ice Cream Day


In 1984 U.S. President Ronald Reagan declared the third Sunday in July to be National Ice Cream Day. Reagan recognized the popularity of ice cream in the United States and stated that this holiday should be observed with “appropriate ceremonies and activities.” NimbleBit is celebrating this tasty and refreshing holiday on Sunday, July 19th by giving away Scoops (regular price $1.99) for FREE.

Moon Drop Has Landed!

Moon Drop
After a 13 day stint in the app review queue, Moon Drop is now available on iTunes! Feedback so for has been positive and we look forward to any and all comments about the game. What are you waiting for? Get in the lunar landing control hot seat and start landing those colonists! If you haven’t seen the game yet, be sure to check out the Moon Drop page or go straight to iTunes!

I Know What You Did Last Week #17

Ian is omitted from this weeks post, claiming his last weeks vacation extends to having to write his IKWYDLW post this week. Valid point, or mere laziness? You decide!

While tracking down some performance issues, I discovered a sort of HeisenBug. The code I was using to find slowdown was causing slowdown. After adding a function to toggle this code, the game ran much, much faster. Some code that was no longer needed was removed from the input system. I had to add a key code translation function to the input system as some keys (~ [ ]) didn’t have the expected code on Dave’s new laptop (I hope that doesn’t come back to bite me square on the ass). There were other tweaks here and there, mostly related to performance.

For this week, I am going to finish working on optimization and fix the remaining big issues on our tracker. I count 7. Perfect, 1 a day…

Last week I spent some time prototyping the early stages of a skate park inspired Zero Gear level. I always have fun trying to do stunts on our current maps, so I figured it would be a lot of fun to have a map full of nothing but things to launch yourself off of and collide with. I also helped Brian with testing a little bit to help squash more bugs.

This week I am hoping to start refining my stunt park type map, as well as help Brian out with anything he needs in his quest to root out Zero Gear bugs.

NimbleStore: By the Numbers

One of the big things that iPhone game developers (at least forward thinking ones) are constantly working on, is finding alternate ways to point customers towards their games. It is very difficult to build significant paths to app discovery besides the App Store, but it provides some much valued security from the rollercoaster and fluctuation of the app charts.

In that effort we have a “NimbleStore” built into all of our games, which can be accessed from the main menu. The store is displayed using a web view, and we have Google analytics embedded inside to track how people are accessing it. In this post I will show a month’s worth of data from our NimbleStore.

This month of time is a particularly interesting chunk of data to look at, because halfway through the time frame on June 18th, two things happened. One, Scoops 2.0 was approved - which I think provided a spike in visitors to the store as people who might not have launched Scoops lately checked out the update. Two, on the same day we re-designed the NimbleStore to feature the individual games as icons instead of banner-type graphics.

newstore1

uniqueviews
Here we can see the number of unique visitors hitting the NimbleStore per day. In the first segment you can see an average of around 3,000 unique visits a day. There is a big 200% spike when the Scoops 2.0 update goes through. It goes to show how important regular app updates are to keep people coming back to your app over time.
timeonpage
This graph is the average time on the index page of the NimbleStore, which is a little tougher to interpret. You can see that it does climb up slightly from the point the graphics were re-designed, which I interpret to mean that the new design is more interesting, and causing fewer people to close the page and more to study the games shown.
bounce
This is one of the most telling bits of data about our new design of the NimbleStore. After the re-design, our bounce rate was halved, from a little under 30% to a little under 15%. This is probably the most important stat to look at for us besides unique visitors, since it tells us how many people actually proceed to access more information about one of our games. According to this data, around 85% of people visiting the store go on to access one of the specific game pages containing review quotes, a description, screenshots and a gameplay movie.
gamepages
Here is the number of page views for our individual game pages over that time period. It shows which games people wanted more information about. This information matches more or less how well each game is selling according to sales numbers.
That is about the end of how far we can track people using our NimbleStore. The most important information we want to know, is how many people actually go on to purchase one of our games after discovering it on the store. Unfortuantely the app store does not indicate to developers where users were referred from, and until Apple makes that information available to developers it will be impossible to know. All the App Store links in the NimbleStore use a referral program, so we can track the commissions we are getting from those sales but there is no way to directly see exactly which games and how many are being purchased.
Thanks for tuning into NimbleBit’s “Adventures in Marketing!” series of articles. I hope you can glean some kind of useful information for yourself.

I Know What You Did Last Week #16

Here is everything you need to know about what we did last week:

I have been working to make Zero Gear faster. To this end I have replaced boost::signals with my smaller, faster, less flexible solution. I replaced Lua with LuaJIT. LuaJIT takes the Lua code and converts it so it can be executed directly by the computer rather than by the Lua software interpreter. LuaJIT definitely makes your Lua code run faster but it has not improved the performance of the game. I started working to improve networking related code at the end of the week which had the biggest impact on the speed of the game.

This week I plan to make the game go from sub-light speed all the way to ludicrous speed. I will endeavor to perform adequately.

Last week I was working on some post-submittal promotional graphics for Moon Drop and another promotion we will be doing this month. I also did a little bit of testing with Zero Gear to try and help Brian zero in on where we are having some performance issues with the game. As we work out issues it is easy to see how crazy fun the game is going to get as we are able to support more players at once.

This week I am going to handle whatever the great spaghetti monster chooses to drop into my lap.

Last week we finally got Moon Drop out of the safety of the NimbleBit nest and out into the scary world of Apple Review. Its hard to tell how long before Moon Drop will be available, but we’re hoping less than two weeks. I’ll be spending the rest of this week on Catalina Island and hopefully doing a bit of brainstorming about future projects. I’ve been spending a lot of time writing lately but hopefully it won’t get in the way of prototyping some new concepts once I get back. Keep your eyes peeled for Moon Drop and I’ll see you all next week!

Moon Drop Gameplay Video

We recently created a new gameplay video of our next title Moon Drop, due to be submitted to Apple by the end of the week. Check it out!
Moon Drop Gameplay Video

I Know What You Did Last Week #15

The hardest part of Mondays is remembering everything you did last week.

Making a game is really just the process of removing bugs. The very first bug being there is no game. I spent all of last week (and most of the past 6 months now that I think about it) debugging. Specifically I got some old, buggy gameplay scripts updated and debugged. I also fixed some problems in the bits of code that syncs players looks between the server and clients (what hat, kart, etc they are using and with what colors). I spent more time working on networking issues as well. Not too exciting but then 99% of game development is not exciting.

This week I plan to concentrate on fixing the remaining problems in the networking code. These problems are the last thing really holding us up at this point. I worked on a network stats display GUI over the weekend that should help me in this endeavor.

Last week was spent tweaking and adding the final graphical touches on Moon Drop as well as doing as much testing as I could. We were able to add some more personality to the game which is what makes it a NimbleBit title. Me and Ian hashed out some of the final game play tweaks and it should be headed off to submission soon! I also spent some time trying to find some sort of style we could use on our app icons to tie them all together into more of a collection, but have yet to find a style I like.

This week hopefully I will be doing a lot of Zero Gear network testing with Brian!

Last week I spent what feels like the majority of my time playing Baseball Slugger, but in between rounds we worked to get Moon Drop to the brink of submittal.

This week we’re tidying up the odds and ends and polishing it up before we pack it in a box and mail it off to Apple.

« Previous1 ... 345678910 ... 21Next » (209 total posts)