• Content count

  • Joined

  • Last visited

Community Reputation

103 Neutral

About VipeSoft

  • Rank

Personal Information

  1. Non-annoying microtransactions

    Thanks jbadams. That kinda reflects my thoughts. [quote name='jbadams' timestamp='1334031163' post='4929757'] Another thing a lot of games do is include some "premium only" content, which you can only obtain by spending some real-world money. Given the single-player nature of the game balancing isn't really an issue you have to consider, so you could make a selection of the more powerful and cooler-looking items premium. This could be particularly effective given your system of playing against other designs, as people might encounter these premium items during game-play and wish to add them to their own designs -- they potentially actually get to see the items in action before making a purchase. [/quote] I haven't thought about making certain items premium. My ingame currency system was more of an advancement/experience system in that regard, so the player wouldn't be flooded with all kinds of options at the start as well that he/she has something to look forward to. Real money could than be used to advance faster. I think your suggestion of premium items is a good one, as this is a real incentive to spend money on the game. I think in general most players who will spend money on microtransactions in a game are the recurring players, as they have a motivation (I like this game) to buy something to increase the pleasure they get from playing it. There's also a good chance that these players advance to the higher levels of the game. By offering every unlockable for the price of ingame currency would mean that my most likely target audience for micro-transactions aren't offered a reason to make them. What I take from your comments on "what makes a good premium item", it wouldn't necessary be the items that are powerfull, but also items that have a certain cool factor about them. I'll have to think on what makes something cool. That'll be hell to define [img][/img]
  2. Hi there, I'm working on my game Blasting Forever, a top down space shooter. Here's an excerpt from the [url=""]design doc[/url]: [i]The protaganist is an inhabitant of a planet, which has come under attack by an overwhelming force. [/i] [i]He decides to face these impossible odds and make a stand for as long as he can, by meeting the [/i] [i]enemy with its own ship.[/i] [i]In the game this translates into a never ending stream of enemy space ships, which the player must [/i] [i]withstand for as long as he/she can. Over time increasingly harder enemies appear, symbolizing the [/i] [i]advance of the bigger capital ships following the scouts. Each ship the player takes out is worth [/i] [i]points. Naturally the harder enemies are worth more points. The player can also decide to venture [/i] [i]away from the home planet to meet with the capital ships. This gives the player some control over [/i] [i]the level of difficulty.[/i] [i]A player can design its own ship. Every design the player decides to save is uploaded to a database. [/i] [i]This database is used to provide enemies for other players. Basicly a player is fighting the designs of [/i] [i]other players controlled by the AI. Interaction between players can take place by players challenging [/i] [i]each other to best their design or by posting their designs to social media.[/i] A current build can be found here: [url=""]linky[/url] (pretty rough) I have doubts about monetization. What I'm looking for is a way to add micro-transactions, without annoying the player. Since the player can create his/her own ship out of parts, I was thinking about having parts locked at the start of the game. The player can unlock these parts by gathering ingame currency, or buying ingame currency with real money and then unlock the parts with the ingame currency. At the moment this is the best way I can think of to achieve my goal, but I'd like to hear what others have to say about this. links: [url=""]designdoc[/url] [url=""]current build[/url]
  3. Hi guys, I was thinking about a simple game to develop, instead of another unfinishable mammoth project. Now when I start to design, it still has a tendency to develop into something complex, however I think this time I may have come up with a solution to that. I'm interested in what views you guys have on the subject. The game premise is simple enough. Your planet is attacked by a huge fleet of spaceships. Knowing that it's a suicide mission, you decide to give them hell before you go. The game is a topdown shooter in which you control a single spaceship and the player can move 360 degrees. Now the further the player moves away form it's home planet the stronger the enemy ships will be. I was thinking about this and I figured it would be nice if the enemy ships would be downloaded from a server. Say I start out with a few enemy ship designs in cache. These designs have been rated from 100 to 300 in strength/difficulty. Now the player moves away from the planet and it should encounter enemies in the range 400 to 600. The game has anticipated this by requesting these designs from the server. This would allow me to have a huge range in enemy strength. This would be a project on it's own, but it gave me another idea. Inspired by the Spore Creature Creator I thought, why not create a Ship Creator? Players can design and upload their ships, which get rated by the game through a rating system. This would make the game a pretty big project, but I'm thinking about developing them in phases. First I create the editor and release it, so players can start uploading their designs to the database. While they're creating designs I can work on the core game which I can release later on. This allows me to have a database of user generated content while the game ships. So I'm interested in what you guys think of this. Do you see any pitfalls or advantages to this approach? I've also posted a [url=""]more in-depth post[/url] on this idea on my blog.