Tag Archives: dream

A Post With Numbers In

Update (April 6, 2011): Hit 4,000 sales last month, and well on the way to 5k! :)

I haven’t made a real substantial blog post in a while but with my trip to GDC rapidly approaching and Red Nova being featured by Apple in “What We’re Playing” as well as a fairly significant milestone in sales of the game I figured it may be interesting to some to post some numbers, and talk a little about where Celsius Game Studios Inc. (oh yeah, I also got incorporated!) is headed in the near future.

First of all, the bit you’re probably here for: The Numbers™. Many developers are hesitant to discuss specific sales figures, either for fear of being seen as unsuccessful or because their sales are directly tied to their income, which I suppose is why these sorts of things are still generally interesting. I feel that Red Nova has been relatively successful so far and because sales of the game do not directly tie into my own income I think I can safely say that the sales of Red Nova are… *dramatic pause*… larger than a breadbox and smaller than an exotic super-car.

Okay, in all seriousness, and this is pretty exciting for me: as of this weekend Red Nova handily sailed past 3,000 sales. All over a period of just over 2 months.

While some of you may be looking at that and saying “big deal, Angry Birds sells that many copies in, like, thirty seconds” understand that the average iPhone app will see approximately 100-200 downloads over its entire lifetime. Sales-wise, Red Nova is already in the top 7% of games on the App Store! While I’m not popping any champagne corks just yet, considering that with no money spent on advertising, relatively poor circumstances surrounding the launch over the holidays and the fact that up until recently I was pretty much unknown as a game developer, I think I’m doing quite well for myself.

As I mentioned in an earlier blog post, Red Nova still hasn’t hit its stride, and I don’t expect it to right away. Ultimately my plan all along was to release the game in episodic “chunks” to help make it easier to develop the game and grow its audience at the same time, especially seeing as, at least in the short term, I’m still limited in the time I can spend working on it. Also early sales help support the development of future episodes not unlike how Minecraft‘s sales model works, where the people buying the game now are getting an already good game for a low(-low!) price as well as a bunch of new content for free. So, I’d just like to take a moment to thank everyone that has already gotten the game so far for helping me realize my dream of becoming a game developer!

That being said over the next few months I’m planning on expanding Celsius beyond just myself, continuing development on new episodes and feature updates for Red Nova and, closer to the end of the year, beginning work on an exciting new game project I (cryptically!) hinted at a few weeks ago on Twitter which I think will be pretty damn awesome, and when I’m ready to talk about it in more detail I hope you’ll agree with me 😉

So, here’s to the future… it may still be up-hill, but it’s looking bright!

Chromodyne: A Successful Failure

I’ve been thinking for a while about writing up a postmortem of my first crack at making a Real Game, Chromodyne, for a while now. The worry is, of course, that someone may look at this as some sort of horrific waste of time and tell me I’m mad for trying to break into the App Store when… oh my god it has how many apps? However in all honesty, despite the less than stellar sales leading to what one might declare a failure on the App Store, for a number of other reasons, I feel Chromodyne has been incredibly successful and I wouldn’t have it any other way (well, except maybe the whole not selling well part).

What the hell are you talking about?

What I mean when I say “successful” I mean that on the whole, even considering the time I spent working on it only to have it sell a few hundred copies so far, I still learned a lot of valuable lessons, met a lot of awesome other developers, and it helped prove to me that I had what it takes to develop an entire video game from start to finish and to kick myself in the ass and finally decide that I should follow my dream of becoming a game developer.

What went wrong?

There were a few key things that I feel went wrong that, hindsight being 20/20, I would have done differently. Here they are in no particular order:

  • Not enough exposure – I didn’t enter into this whole App Store dealio completely blind to the fact that in order to become successful people need to know about your app. I definitely made a decent stab at it, but my relative newness to the whole scene plus working a full-time job at the time hampered my ability to really get the word out.
  • Poor branding – I fretted a long while over trying to give the game a neat and catchy title, as you should try to do, however I really didn’t think this whole “Chromodyne” thing through. After trying to explain the game to others in person, it’s definitely a clumsy name when spoken and makes it difficult for that whole “word of mouth” thing to work when people don’t know how to spell it to look it up online. Also, in retrospect, the icon could probably have used a bit more work to make it pop more on device and on the app store.
  • Fiddly controls – One problem you can not ignore in game design is how your players interact with the game. If the player is constantly fighting with the controls they will never truly get to enjoy the game and you run the risk of them abandoning it for something else. In the case of Chromodyne, I was well aware of the issues with the controls and tried to minimize their impact as much as possible, but by the very nature of the game field layout it meant that the inner-most rings were difficult to touch accurately. As well, I felt that with practice people would become better at the game and that’s what many of the reviews revealed. However, as the cliche goes, the first impression is the best impression.
  • Choosing an over-represented genre – Approximately 105% (or so) of the games on the App Store are match-3 games. Even though one cynical critic (the only bad web review I received, I might add) accused me of trying to jump on the App Store Gold Rush Bandwagon(tm) the reason I decided to try my hand at a match-3 game for my first game was because I felt it would be much easier for me to complete a game with a smaller scope in a reasonable amount of time. Speaking from experience, I have a tendency to come up with grand designs which would take a large team a couple of years to complete, so I had to learn to work within my own ability to actually make something.

What went right?

  • Learned a lot about game development – If anything I took away from this whole experience, it was a lot of experience about the game development process, including learning things about the iOS platform, the App Store, and various new programming techniques that helped make it a lot easier when I started work on my second game, Red Nova.
  • Made something I’m proud of – Despite all I’ve said about Chromodyne so far, it’s my creation and I’m really happy that I made it. It may not be perfect, but it has gotten some good reviews and on balance it may not be the best game in the world but it’s still pretty darn good. As well, I think the thing I’m most proud of are the story and characters I created for the game and maybe some day in the future Gary and Zarlax will ride again :)
  • I’m following my dream – As I’ve mentioned in an earlier post, I’ve struggled over the years trying to figure out what direction I was going to take in my life. Games and game development have definitely been a passion of mine, and it’s something that I’ve always wanted to do professionally, but ultimately I had to make Chromodyne first to prove to myself that I had the ability. So Chromodyne was the catalyst of this at times scary but entirely exciting new path I’ve taken in my life. Also, it helped to show the people at the Genesis Centre, the startup incubator I’ve been accepted into, that I have what it takes to, as they say, do this thang.
  • Met a lot of amazing people – Through all of this I’ve met and connected with some really great people in the game development community on the internet at large and it’s really helping me feel like I’m a part of the industry now, however small my part is at the moment.

What’s next?

After six months in development, I’m on the verge of submitting my new game Red Nova to the App Store, and from all I’ve learned and all I’ve worked towards I’m confident it will be more successful than Chromodyne. How successful, I have no idea, but hopefully enough that it will allow me to keep working on adding updates to Red Nova and to start making other even more complicated games in the future. That being said, I’m currently working on getting into a position where I’ll be able to hire a 3D artist early in the new year. In addition to taking Celsius Game Studios from “one guy hacking on games in his living room” status into “if you squint hard enough, it looks like a real company” territory, it’ll help me focus solely on game design and development and allow for the creation of a larger variety of and even better looking art assets than I can eke out with my meagre art ability.

Finally, in celebration of Chromodyne being on the App Store for a little over a year (since October!) I am going to, tongue firmly in cheek, declare Chromodyne and Chromodyne HD Celsius Game Studios Not-Quite-Greatest-Hits and drop the price permanently to $0.99. You can learn more about them at the game’s page.

Genesis

The Genesis Centre is in the Inco Innovation Building

The Genesis Centre

I just wanted to make a quick post saying that I am very pleased (and excited!) to announce that Celsius Game Studios is the latest client of The Genesis Centre. The centre is a technology start-up incubator run by Memorial University and seems to be a pretty awesome place to get my bearings as I try to develop and grow CGS as a company.

Also Chromodyne HD had a nice positive review from Simple Reviews last month, which is pretty cool! Thanks Parth!

In the meantime, my next mini-project is coming along nicely. I don’t want to say too much at this point as it’s very prototype-y but let’s just say it will involve shooting hot plasma death at evil aliens and blowing them the hell up. Oh yes.

I may have some screenshots by the weekend depending on how quickly I can finish these last few art assets to make it sexy and awesome.

The Game Is Afoot!

Just wanted to drop you all a note saying that I am forging ahead with my plans to turn Celsius Game Studios into something more than a hobby in my spare time. I really do love creating video games and I’ve been thinking about making my own company to do this for over 12 years now, it’s unfortunate it took me this long to stop being afraid about “what if it doesn’t work” and just realize it’s more important to get out there and kick some ass and do awesome things. I’ll be spending the next few months easing out of my current job before I can fully spin up the turbines at Celsius. However I have started pre-planning my next title, which you will find out about soon enough 😉

I still have a lot of hard work ahead of me, business plans, and funding and all that crazy scary stuff, but rest assured this is the real deal. I just wanted to let everyone know that awesome things are in the pipes, but that I have a lot on my plate right now so I hope you’re understanding while I work on them all at the same time.

To that effect I wanted to say that I’m still working on the 1.1.0 update for Chromodyne, and it will be out Real Soon Now.

Things that will definitely be in the update:

  • Improved game timing, reducing the time between a match being made and the play field being active again
  • 3D lighting has been improved
  • Cutscenes are now skippable
  • Improved load times slightly and added spinner when loading

Things that I’m currently working on for the update, which will hopefully make it in:

  • Alternate control style, currently testing a few final candidates
  • Online leaderboards, working on securely transmitting scores

Until next time!

Hot Man-Program Love and Completing Projects

It’s too bad I’m already married, because I’m seriously in love with the Guard Malloc feature in XCode (don’t kill me Eva!)… it totally saved me having to step through every malloc in Chromodyne trying to find an insidious memory corruption bug 😮

As some may have seen, I recently (last night!) submitted Chromodyne to Apple for approval. This is a pretty big deal for me, as I’ve always wanted to run a videogame company, or at least work in the industry. So I guess I’m doing both now and it’s a huge dream come true. I don’t know how I’m going to do on the App Store, and frankly I’ll just be happy to make back the dev fees and the cost of my iPod Touch, but hopefully this is just the first in a long line of titles from me to you. Thanks for your continuing support and I hope that lets me keep doing what I love doing.