- 976,663 hits
- New Trailer Video for Double Star Game
- Winners from Google Play Indie Games Festival
- New Indie Corner on Google Play
- The Superbook: an Interesting Idea
- Double Star in Indie Corner on Google Play
- Alien Commander to Appear in Rocket Rascal
- Improved Double Star
- More on the Thirty Second Hook
- Double Star game for Android
- Tutorial: How to Implement In-app Billing in Android - Part 1
- Android Images With Clickable Areas - Part 1
- Multitouch Panning and Zooming Examples for Android
- How To Build A Simple Help Screen in Android
- Horizontal Scrolling Pages of Images in Android
- Moving Views In Android - Part 2, Drag and Drop
- Android Rotate and Scale Bitmap Example
- How To Build A Dashboard User Interface In Android
- Drag-Drop for an Android GridView
Tagsandroid app authentication best practices css dashboard demo double-star drag-drop emulator example fragment game game board game design gomoku google google accounts google play gwt gwt-presenter how-to images in-app billing in-app purchase Indie Games inspiring iphone iphone app java keyboard lessons learned mvp mvp example pan performance space space-war splash sst test touch trek Tridroid tutorial ui ui thread update video zoom
Category Archives: Game Design
Game designers, you might get some ideas for games and techniques here: Google Play Indie Games Festival.
It’s interesting that most things you think about turn into games. Not two months ago, I was thinking about orbits and gravity after reading a sci-fi book. The book was Seven Eves by Neal Stephenson. One of the apps winners was a puzzle game about orbits. Continue reading
With so many games out there, you have to hook players right away. Double Star has a setting that let’s you choose between short and long training. My hope was that the short training would get players into the real game faster. Any thoughts? Did it work for you?
More on the “thirty second hook” here … Continue reading
There is new code for the Java version of Super Star Trek. The latest changes include improvements in the way events are handled.
In this article, I describe how I built a simple game board in Android. The sample app shows a grid of squares that represents a game board. The squares on the game board come from an array of image tiles. The grid can be zoomed in or out and moved. Touch events are triggered when squares are touched. Regular and long press are handled. With this sample as a starting point, it should be easy to build a game that uses a board of squares. Continue reading
For my next Android tutorial, I am working on a demo app for a game board. The app displays a grid of squares that represents a game board. The grid can be zoomed in or out and moved. Touch events are triggered when squares are touched. Regular and long press are handled….
Here is a short video of the demo app in action. … Continue reading
I just watched “Atari: Game Over”. It is a good documentary about Atari, the old video game company from the 80’s. Interesting to hear from some of the designers of the early video games. See http://www.imdb.com/title/tt3715406/. Continue reading
I recently read “The 30-Second Hook” on Gamasutra. It’s a very good article about the experience of the developers of Blowfish Meets Meteor. The author talks about the experience dealing with the problem of making your game appealing to players trying your game. You have to hook players quickly or, in may cases, you lose them. He writes, “people played only the rather simplistic, tutorial-based first level and put it down because they assumed this was a reflection of the entire game.”
It seems that this might apply to my Double Star Android game. Twenty levels of play are provided in the game, with mysteries, challenges, and rewards along the way. However, it all starts with a training level. If training takes too long, players might never get to the more interesting parts of the game.
The latest beta release of the game introduces a short training level.