I Know What You Did Last Week #12

Lots of excitement last week with E3, here is what we did between watching new game trailers:

Many bugs were killed last week. R.I.P. bugs. I spent a good amount of time working on the kart physics with Dave. Ray casting is also back. Ray casting allows the developer to shoot a line out into the world and see what it hits. This was needed to detect what surface the kart was driving on (ice, grass, dirt, etc). It is now working with the threaded physics thanks to a concept called futures that the prince of code told me about a few weeks ago. Good stuff!

This week I plan to get the rest of the weapons (puncher, twister, ice cube, and sea mine) working again in the new networking system and hopefully get around to finishing up some polish on the LUVBot. Other than that, we need to do a lot of testing (hopefully some small play tests too, yay fun stuff!!).

Last week I spent a long time testing Zero Gear vehicle model and making improvements where I could. I did a bunch of laps around some of our maps and tried to tweak the collision shape and suspension settings of the physical vehicle model in order to improve stability and cut down on some unwanted behaviors. I also worked with Brian some to put in a few little tweaks and tricks to the physics model.

This week I plan on doing a few things here and there to make sure we have everything ticked off the checklist for the next Zero Gear beta, and also work up some graphics for our next iPhone game.

Last week I was preparing for WWDC, which I’m enjoying right now! I updated some of our product descriptions across iTunes and the NimbleStore and captured and added some gameplay videos. The wait continues for both the Scoops and Bluebird updates to be approved. Last week I also started prototyping a new iPhone game, but that has been postponed while I am out of town.

NimbleBit Numbers

Introduction
Media coverage about iPhone development seems to be a bit bipolar. There is no shortage of stories covering the few big iPhone success stories - #1 apps that bring in hundreds of thousands of dollars for their developers. Lately there have also been a number of refreshing articles reminding everyone that the vast majority of iPhone developers don’t make enough to cover their costs. So who’s in the middle?

From the beginning, my goal (shared by NimbleBit as a whole) has been to earn enough to keep making fantastic games - not to get rich quick. It became apparent from the start that betting all your chips on a single game or app was a risky (increasingly so) strategy. Luckily casual games are a perfect fit for the iPhone, and I’ve been able to develop a polished casual game every month or so (sometimes with Dave’s help). While we have been fortunate with the success of Scoops (which never made it into the Top 25 Paid Apps) we still think building an entire family of quality games has many advantages. By using cross promotion you can build a brand name and build up a larger fan base. Success of individual games can also be shared by all to a certain extent. You can bring in fans of a particular title who have the potential to grow into cheerleaders for all of the rest of your games. This is certainly NOT an argument for pumping out shovelware. We try to make sure that every one of our games (6 so far) stand on their own and don’t consider them just more lottery tickets.

We’ve decided to release NimbleBit’s sales numbers as proof that it isn’t only rags or riches for small independent developers on the App Store. Hopefully it will give some hope to talented iPhone indies still struggling or waiting to take the plunge into iPhone development. It is my opinion that dedicated developers can survive on the App Store with minimal luck given the right approach and enough hard work.

The Numbers
We’ll start with a raw breakdown of each game. The “sales” numbers are total downloads of a game both free (during promotions) and paid. Most large figures are rounded to digestible whole amounts. The development time listed is a rough estimate and does not include time spent marketing, providing customer service, or developing updates. All revenue figures are after Apple’s cut, but before Uncle Sam’s. All figures are as of June 1st 2009.

Hanoi Plus
Hanoi Plus
Developers: 1
Development time: 3 weeks
Age: 10 months
Sales: 26,000
Rev. (to date): $13,500
Rev. (last month): $380


Scoops
Scoops
Developers: 1
Development time: 1 month
Age: 8 months
Sales: 170,000
Rev. (to date): $140,000
Rev. (last month): $19,000


Textropolis
Textropolis
Developers: 1
Development time: 1 month
Age: 4.5 months
Sales: 14,000
Rev. (to date): $18,500
Rev. (last month): $1,400


Kyper
Kyper
Developers: 2
Development time: 1 month
Age: 2 months
Sales: 14,000
Rev. (to date): $880
Rev. (last month): N/A (now free)


Sky Burger
Sky Burger
Developers: 2
Development time: 2 months
Age: 1.5 months
Sales: 56,500
Rev. (to date): $17,000
Rev. (last month): $11,400



Graphs
The resolution for some of these graphs gets pretty low in the earlier months, this is because I don’t have saved daily reports going back that far. Sharp dips are usually the result of setting a game to free for a short period.

App Revenue

App Revenue

We started tracking game launches with a news ticker in Sky Burger, in the last month it has been integrated into each of our games. Unfortunately we don’t currently differentiate which game the news ticker is being loaded from. We use the unobtrusive news ticker (usually on the main menu) to provide links to promotions we’re running, new games that have just launched, or just a friendly little message. You can see a large spike during our last Freebie Friday promotion.

NimbleBit game plays per day

NimbleBit game plays per day

Into each game we’ve also integrated a “NimbleStore” which allows players to browse all our games in a custom styled “App Store” launched in game (no kicking the player out to Safari). We track visitors to the NimbleStore using Google Analytics. You can see the same spike for the last Freebie Friday. Unfortunately we don’t currently track how many visitors follow links from the NimbleStore to the real App Store.

NimbleStore visitors per day

NimbleStore visitors per day


NimbleStore front page

NimbleStore front page


NimbleStore game detail page

NimbleStore game detail page

Conclusion
While we’ve had our moderate successes and failures alike, we still don’t have all the answers when it comes the the ever-evolving App Store. I’m certainly glad we kept going after our first game didn’t top the charts. Looking forward, the best advice we can give is to be passionate about what you’re creating, get involved in the iPhone community, and keep trying new things until you find something that works.

I Know What You Did Last Week #11

Number eleven of IKWYDLW, in this episode: we wonder why you are reading this instead of absorbing crazy E3 announcements!

Slow build times are very bad. A build time is how long it takes for a change in code to be built into the game. I spent a couple hours speeding it up which will have major payoffs in the long run. I finally got Rinky Dink working. It took much, much longer than I expected to get a cylinder shape working for the puck. Rinky Dink still needs some polish but it is generally working. And most importantly, on Friday I ingested way too much caffeine and strange energy candy bars and got a bunch of work done related to smoothing out networked object movement.

This week I hope to fix some remaining issues with networking and the last remaining bugs before the next release. The end is near!!

Last week I finished off a bunch of new custom items for Zero Gear and even made a little compilation image. I also did a new background image for Scoops. This week I am going to mock up some new Zero Gear guis as well as helping in any way I can to shape up the next Zero Gear beta. Hopefully we will have more news about that in the coming weeks! We are eager to get the game back into peoples’ hands after all the things we have been working on.

Last week I spent most of my time putting together the Scoops 2.0 update which will include new music, new background graphics and the ability to tweet your scores! Our last Freebie Friday can be deemed a success getting picked up on popular sites like Touch Arcade and TUAW. To start the summer off with a bang we’ve also put both Scoops and Sky Burger on sale @ 99 cents. Last week Bluebird officially flew into the App Store and is available now for 99 cents!

This week I’ll be prepping for heading out to WWDC and hopefully prototyping a new game as well as writing up an iPhone development blog article.

May Freebie Friday

Freebie Friday!
Anyone forget about Freebie Fridays? We have decided that the Freebie Friday for May should be Sky Burger! We’d like to thank all our fans who have been playing Sky Burger for over a month now, and we couldn’t continue without your support. If you know a friend with an iPhone or iPod Touch who hasn’t been introduced to NimbleBit games, here is a golden opportunity!

Don’t forget also, Textropolis is still on sale for 99 cents until Sunday!

A Peek at All of Zero Gear’s Gear

I have been making a lot of new custom items for Zero Gear lately, and Brian suggested I post some of them - it’s been a long time since I started making them so I decided to see what all of them looked like together! Here are all the ones we have in the game so far… by the time you read this there will probably be a few more. Each one of these items has up to 4 customizeable color areas.

I Know What You Did Last Week #10

Time for number TEN of those weekly updates you have come to know and love. Soon, you will know what we did last week!

The week started with a fun little debug session to track down a crash. Turned out to be an issue if a sensor thought an object still existed when it did not. Signals + Slots to the rescue! The other big project was to contain anything that modified the physics world into “Physics Commands”. This was needed as the physics run in it’s own thread and synchronization was needed to avoid universe ending paradoxes. No need to thank me for saving the universe you exist in.

This week I plan to smooth out some issues on the client, continue work on our favorite love fueled robot, and finally get Rinky Dink fully working

Last week I started banging out some new custom items and a new character for Zero Gear. As our little library of custom items grows, the process of mixing and matching to create Zero Gear characters becomes more and more entertaining.

I am going to stamp out a few more and then I will post later in the week with a few glimpses of all the new items.

Last week I went about the task of designing and building a simple fun casual game. I’ve always enjoyed cute simple flash games with interesting game mechanics, so I’ve attempted to do both with our soon to be released Bluebird. The game mechanics and art took me around two days to experiment with and finalize, with the full game taking another two to write. With a small scope and such short development time, Bluebird can help us stay in business with any amount of sales.

This week will be spent working on a 2.0 release of Scoops and outlining a book section that I’ll be contributing to.

Wonderful Word Games Week

Wonderful Word Games

I’m happy to announce NimbleBit’s involvement in the Wonderful Word Games Week, set to kick off tomorrow, May 22nd!

Six independent iPhone developers have joined together to bring you a smorgasbord of the most wonderful word games available on the iPhone™ App Store. Each game is just 99¢ for a limited time only, so load up your iPhone and tell your friends before the sale ends.

Textropolis joins 6 other word games from 5 other talented independent developers in a quest to give word buffs quite a bargain!

I Know What You Did Last Week #9

Look out! Another IKWYDLW!!! AND IT’S COMING RIGHT FOR YOU!

Murphy:

More time was put into the LUVBot before finding some general bugs that needed to be fixed. I spent a lot of time tracking down and fixing those bugs last week. There is still an issue with the physics thread that needs to be resolved this week before I can really move forward. I also integrated the latest version of the Flash GUI we use, Hikari.

This week will be busy with non-Zero Gear stuff but I hope to fix the issue with threaded physics and take advantage of that fix in the networking code. This will bring us one step closer to the ever elusive BETA.

marshmonkey:

Last week I worked on some particles for the LUV bot in Zero Gear, did some miscellaneous art tasks, did a new accessory item, and wrote a speculative blog post. This week I am going to do a few more Zero Gear items and see what else crops up.

eeenmachine:

Last week I finished up and submitted Sky Burger 1.1 with earn-able achievements (pieces of flair). I spent the last few days prototyping a new game idea which I’m going to try and bang out this week.

Turning the Apple TV Into a Game Platform

appleconsole

There have been a lot of rumors floating around out on the inter-tubes with speculation that Apple might be jumping into the console space. Here is a great article by Appy Entertainment with some reasons why something which might seem absurd on the face of things might actually be vital for Apple to pursue.

Suppose Apple continues to treat Apple TV as a “hobby” and allows somebody else (say Microsoft) to occupy this space? This could put iTunes is at risk which would then start to reverse the momentum that Apple has spent so many long years building — jeopardizing their entire ecosystem including the iPod and iPhone franchises. Can Apple really build their strategy around “Digital Lifestyle” and not have a strong presence in the living room? Can they own this space without home gaming? - Appy Place

I could write a long article about all the reasons why it would be good for Apple to support an app store on the Apple TV, but I would pretty much just be re-writing the article quoted above. Instead, lets think of what an app-enabled Apple TV would mean for the people we really care about, game developers!

Here are a few general assumptions we might make about an Apple TV console that would be important to developers:

  • digital distribution only ( iTunes / App Store)
  • 720p resolution
  • dedicated graphics chipset (mac minis currently pack a NVIDIA GeForce 9400M)
  • core duo or core2 duo processor
  • at least 1 gig of ram
  • at least 80 gig HD
  • internet connectivity
  • some kind of controller
  • open developer program

If all these things came together into this device, it would mean a big opportunity for developers:

Lowest barrier to entry of any home console platform ever built.

The iPhone app store completely blew the doors off platform accessibility for developers. While there has been some growing pains associated with that leap, there is no question it was a milestone event in the history of commercial game development that has spurred the imaginations of over 50,000 developers across the globe. Bringing a similar creative explosion to a home console platform would trigger a similar shift in console games as a fresh wave (probably more of a tsunami) of developers and games that were previously relegated to other very low barrier platforms (the PC and web) completely engulf a fresh audience of couch-bound gamers.

Familiar and accessible development environment.

It seems like with every “next generation” game console that emerges, developers encounter some new technical configuration to re-learn. It would be almost guaranteed that a games-enabled Apple TV would run some form of OS X, a platform that many Mac and iPhone developers have already become very intimate with. It has proven to be a stable, robust and easy platform to develop on. If Apple’s app development strategy continued the trends of the iPhone and iPod, then the Apple TV would also serve as a dev-kit - something that is very costly and difficult to obtain from other game console manufacturers.

Not just games, but applications too.

Consoles have dabbled a bit in the areas of applications, the Nintendo Wii has things like weather and news, and some consoles provide access to the web which can have app-like usefulness. You only need to take a glance at the iPhone to see the enormous potential for 3rd party applications for a TV device. While there has been markets for digitally distributed games on consoles for the past few years - there has never been the opportunity to make non-game applications, which is an entirely new frontier in it’s own right. Developers could create applications that let users check the weather, use twitter, email, read news, use facebook, instant message, access all kinds of media, or decide where to go out to dinner, all from the comfort of your couch.

Bringing games to a new audience

Another trick of Apple’s with the iPhone / iPod has been to introduce mobile gaming to a large audience of people that would never have invested in a mobile game console such as the Nintendo DS or PSP. Many gamers on these platforms bought an iDevice to make phone calls or listen to music before discovering the treasure trove of games and apps available to run on their platform. It was not billed solely as a games platform, games are merely one of the entertaining things it is capable of, and the same would be true of the Apple TV. There would be the opportunity to introduce games to an entire segment of non-console owners who would be using the Apple TV for movies and television who suddenly find themselves with the ability to use games on their TV for entertainment.

Will it ever happen?

We here at NimbleBit love open game distribution channels, we think it inspires creativity and provides many developers opportunity. While it is unknown if Apple has any sort of plans like this, it is fun to fuel the flames of speculation and fantasize about a new open game distribution channel opening up. If it ever does, you can be sure you will be able to find some NimbleBit games on it.

I Know What You Did Last Week #8

IKWYDLW is a day late this week, I hope it doesn’t throw off your entire schedule!

Murphy:

As far as work goes, spent the week fine tuning, testing, and tweaking networked physics in Zero Gear. Initial tests are really promising but as always, there is plenty more work to do. I also started working on a new weapon that will be a lot of fun but didn’t make much progress thanks to some bugs.

This week is being spent improving the kart networking/smoothing, finishing the new weapon, and integrating a new version of Hikari into the client.

marshmonkey:

I spent last week creating a new kart asset for Zero Gear and documenting the entire process. This week I will whip up some Sky Burger achievement art and then find some Zero Gear stuff to tinker away at, perhaps some more particles and level polish.

eeenmachine:

Last week was spent working on Sky Burger 1.1. I was able to make some big optimizations and get most of the achievement system done. The update should be complete once I get all the finished art from Dave, so keep your eyes peeled! This week I’m hoping to spend some time spitballing and deciding what my official next project is going to be.

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