I think price management should be added, because sometimes im trying to make a lowpriced game for the “grphone” or such and i get low ratings even tho i go for the arcade like game as such as angry birds or so.
Apple’s iTunes submissions policy states that you may not submit any code whose sole purpose is to load other code (ie Node-Webkit). They have relaxed this rule in recent months for certain web browsers (specifically Opera and Firefox), but I doubt they would allow GDT due to its use of NW.
That said, Safari is also based on Webkit, and so may offer a component that can be embedded in a iOS app similar to how Window Phone apps can embed an IE widget. Since I do not have a Mac, nor an Apple Dev licence, I cannot say for certain whether this is the case, or whether it will be possible to port GDT without a complete rewrite.
that seems to be the irony of the thing…any noteworthy mobile platform uses webkit…personally I don’t care what Apple thinks…but if there are security issues involved, they may have a point.
…but if GDT revolves around webkit, I’d really like to see an Android port in the not-too-distant future.
Why would you waste time on making a IOS version when this game is basically Game Dev story(IOS app), but better. its not worth the time to put work into something that is already there. While playing this game, I noticed hundreds of similarities between the two. If you want a mobile version, get GDS. No offense to this game, I like GDT much more anyway, but for IOS the developers shouldn’t waste their time.
I was thinking to myself and thought that having the ability to price your “created” games could add to the playability. So I started a new game on GDT and created my first action shooter for the PC.
I sold 23.5k (23500) games to 3.4k (3400) individuals. Meaning that, each game was sold for about 7 dollars. That’s not that much…
I do not have the ability to test this on AAA titles because my cheating bum broke the game. However, I would say that the amount does not change.
If we had the option to change how much we are selling the game for at launch and how much we are selling it for 6 weeks later would give to the immersion.
Also, while on this topic, I would love the ability to sell “collector edition” games. Or the ability to sell different kinds of packages at a time.
Good idead.
I was also thinking about this feature.
Would be really great to set for example low prizes for not so sood games and really high prizes for top hits.
The game could suggest you an ideal prize for your game and you can choose if you will take this prize or raise/limit it.
Same thing with MMO’s. The only money you are making are from “sales”, what about the monthly cost you could add to your MMO?
The only problem with the MMO idea is that, MMO’s sell indefinably I think. There is no limit as how many copy’s are sold. This needs to be fixed if a monthly plan is to be added.
9 million games sold at $35 is 315 million. That’s only if you can set your own price.
9 million at $15 a month is around 135 million. Minus the maintenance cost.
For this to also work, I think slower times needs to be added as well. Right now, the game is going way to fast. As well as the staff salary… Who gets 90k a month?
Maybe if the time was sped up when creating a game? That would make more seance. Or seeing games in development for at least a year. Not just a few months… =/
I’ll start by saying that you managed to create a game that forced me back into the early years of tycoons when I would waste hours and hours at an end just to make that new office, railway or port.
First two times I played bankruptcy slowly creped on me and the level of ‘frustration’ was clearly over 9000. Your game is the first one in the last 6-7 years that actually forced me to burn through a night just to see it through and make those bucks. I literally played more than 9 hours straight into the night.
As I am now going for that 84th year, I came across a lot of issues, most of which have already been discussed on the forums and I will not go into bugs. I am sure you will eventually fix them all.
I want to focus on my ideas and hopefully help you improve this game beyond its current state. It is quite the diamond in the ruff but, as of now, the game has still a long way to go before saying that it is ‘complete’.
So, let’s do it!
Fans – Working with them
1.1 Communities:
it would be nice if you could sponsor communities or even fund/create them yourself; at first, just general, large communities that will support your company as a whole
as time progresses, the communities will start to diversify based on your titles; you would gain more support per title/franchise and you will sell more games based on how large/well put together are your respective communities
the downside would be creating a poor game for the franchise that will take its toll on your fans number -> the respective community would lower
1.2 Several Types of Fans
this comes hand in hand with the communities
create 3 types of fans: casual, dedicated, hardcore
the hardcore fans are the hardest ones to get but bring in the most revenue (+++++ average) and help promoting your title/franchise – you could have general hardcore fans and franchise hardcore fans
the downside would be that they would also be the easiest type of fans to lose if you frack things up with a particular title/franchise – the threshold could be based on an average grade that you will receive per title + overall quality (see the Media section – we will discuss things there)
the dedicated fans bring in ++ average income per title/franchise, are not so picky about your work and will give you a slack from now on then; are a bit harder to lose than the hardcore ones
the casual fans bring in average income per title/franchise and they do not give a rat’s ass about you as a person/company; yes, they will be upset if you frack it up several times in a row but, usually, they will stick with you
1.3 Fan Grading
this would be a separate grading system that will discuss your overall game quality from the perspective of the player and not the media ‘whore’ system
from the point of view of the hardcore fans, this is the most important grade – they will usually ignore the media grades if your game is good enough
for the dedicated fans, there will be a certain balance between fan grading and media grading, with a strong emphasis on fan grading
for the casual fans, the media grading will be a bit more important than the fan grading
1.4 HR/PR and fans
make them important aspects of your business
HR -> some of your hardcore fans might actually have skills – see what you could do with them
PR -> extremely important – building communities
2, Media – Owning a piece of the ‘whore’
2.1. Buying reviews
you should have the possibility of influencing the grades by investing money in the respective companies
this would influence your casual fans but will not be so important for the hardcore/dedicated fans as they do not care so much about the media reviews
2.2 Having your own media company
start small, with a site; from there, you could invest more and more money and eventually create a consortium that will promote other games (get money from other gaming companies for promoting their own games) and make a god out of you through the means of social brain-washing;
based on how much money you have, you could do a bunch of stuff (too many details – no point in wasting space) – depending on what you do, your hardcore fans and dedicated ones will not like it and you could trigger a chain reaction that will end up in you losing most of your hardcore and dedicated fan groups but you will win a lot of casual fans
2.3 Sabotaging the competition
you have a media empire at your disposal – as with 2.2, this could have serious repercussions with your fan base
Actual Design
3.1 In-Depth Design
as of now, I do not feel that I am actually in control when designing my game; sure, you have a few options but you could do so much more with it
add a lot more options and steps – add more random events for the design process – people getting sick, social interactions between employees, ‘karma’, breakthroughs
add testing periods, feedback from the communities – see point 1 -> your hardcore fans and dedicated ones (to a certain degree) could actually help you more than your in-house testers
3.2 Psychologists
add them –they are an important part of the design process – making games addictive is important BUT this could have serious downsides with your hardcore/dedicated fans (to a certain degree) – it would bring in more casual fans
Online World
4.1 Creating your company’s persona
as with 2, this would be an important part of your process
you must have a strong presence online as you eventually get to the online world and its birth
4.2 Make more with ‘GRID’
I feel that this is lacking -> you could invest/develop it into the strongest platform out there and this would help with your fan bases
I had much more ideas but some got lost on the way. I also need my coffee. Will add things as I remember them.
I really want for this game to grow and reach its potential. For now, it’s just sand that is waiting to become a pearl.