Unity3D and the newest flavor of XCode don’t play nice so I am unable to push any new updates at this time. I’m plugging away at Guinea Ninja little by little. Currently I’m tackling the AI for the second boss. I actually have 3 titles on my plate right now. Guinea Ninja of course, there is a side scrolling dodge based game that should be ready for release within the month, and last is a contracted project. I’ll post more details as they become available. For now, enjoy a picture of the ham ham biker boss.
Since I now have access to Unity’s Android development license I am able to push games out to the Android Market! I’ve got all my accounts in order so Invader Swarm is on the Android Market and soon I’ll make it available on the Nook Color as well.
Well Pow Pow is on the back burner. My wife asked me to have a game released by her birthday that we have been talking about for a long while. Guinea Ninja will be a tap-tastic combat treat. So far the basic enemies and game play mechanics are in place. In the next few days I’ll post some screenshots.
Here are some examples of the game art I’ve put together so far.
The pink and blue are used so I can do quick color replacement to get some variety out of the assets.
Oh and I managed to make $1.70 in sales of Mem Spark so far. Hopefully I can earn enough to throw down for the Android licensing as I don’t like that I’m excluding those devices as I have a Galaxy S myself.
Q: Why charge for your games?
A: It seems a goodly number of people wonder why a small timer like myself would charge 99 cents for a game that they feel should be free. The short answer is “Startup Costs and Licensing Fees”.
Lets look at what it cost me to get Mem Spark ready for review on the app store.
- Apple Dev License: $99 – yearly
- iPad2 (Testing Device): $829 – one time cost
- Assets (Images, Sounds, etc): $85
- Unity3D iOS: $400 – one time cost
- State Business License: $100 – every 2 years
- Business Bank Account with Minimum Deposit: $1000
That comes to a startup total of $2513. Remember that not only does Apple® take its share but there are also taxes to consider. This means that at 99 cents I’m going to see around 51 cents per sale. This means that 4,928 people will need to purchase Mem Spark in order to break even.
Q: If you make back your costs will you then drop Mem Spark to be free?
A: Probably not. After the initial costs have been covered many of them won’t spring up again for a year or more, if at all. This means that the next title will be cheaper to produce and any profits made from Mem Spark can go into purchasing higher quality assets for my next title OR go back into improving Mem Spark.
Q: So even after you’ve paid off the cost of development you’re going to keep charging us for Mem Spark?
A: That isn’t completely true. My reason for charging for apps is to fund the development of future apps. As I release new apps I intend on lowering the cost of older apps so long as there is enough sales coming through to fund the next project.
Yup, like the title says. Only time will tell. Go ahead and check the Mem Spark page for instructions and screenshots.
So close. I’ve got all the licenses taken care of. Now I’m just getting everything together that Apple needs/wants before I submit my app for review.
Bang Bang is ready from a programming/gameplay standpoint and will be released under the name Mem Spark. The app’s dedicated page will be up in the next few days.
Currently I am working on two projects under the titles of Bang Bang and Pow Pow.
Both are iPad only for now since I feel the large screen real-estate is needed to fully enjoy the games. The smaller iPhone screen could prove frustrating.
Pow Pow is a top down shooter style game and Bang Bang is a tap-tap memory style game.
I’m getting licensing costs squared away but I expect to be ready for app store submission in the next few weeks.
As I release apps I will create pages for them to go into greater detail of the gameplay, updates, and future enhancements.