There is a great presentation by Ben Cousins called Playing To Win.
On slideshare (with narration) - http://www.slideshare.net/bcousins/paying-to-win
It describes the case of Battlefield Heroes game which was very popular but didn't monetize well and how they redesigned the entire virtual economy ecosystem to make it better. The main changes they did were:
Facebook is not at all analogous to games. Once you and all your friends are there (let's say 50 people), you are all not going to get up and leave at the same time because of ads. Just one person won't leave because his network of people won't be at the new place.
Facebook as a system has huge momentum because of the social capital thing. An individual ...
Due to the comments, I will assume that network latency is not a problem, and forget about the server side.
At the end it depends on whatever or not the developers facilitate (or enforce) player migration.
There are few reasons for the developers to want to keep multiple servers despite not having hardware or network limitations.
And yes, ...
It seems like you initially had the veto work all the time, but then figured out that this makes the president too powerful, as she can always override the senate. You tried to nerf it to once per game, but as you found out, that's too much of a nerf, because the other players can compel the President to waste it.
You might have to do another redesign of ...
I think the question you should ask is "what is the impact of transition from ad-free to include ads in players?"
All examples I personally know from mobile game developers, they either included ads or didn't, but never switched from one to the other. Just think, if somebody gets hooked to you game with ads, he is OK. But if he gets hooked without ads, and ...
There are several reasons why to use a backend. Without backend, you can't really have states in your game. That means players start all over when they refresh the web page. The facebook API stuff that you mentioned also comes from backend. You can do lots with facebook API, but it's not even pretending to cover all the cases. Facebook recommends Parse.com ...
If you are not looking to use the SDKs you can just open a URL and the user would just have to confirm the posting. Just set a button to call the ShareToTW
private const string TWITTER_ADDRESS = "http://twitter.com/intent/tweet";
private const string TWEET_LANGUAGE = "en";
public static string descriptionParam;
private string appStoreLink = "http://www....
A user keeps a game on his mobile phone on average 20 days. So for the most part, adding ads is not going to be noticed much after launch. However, it is going to affect your biggest fan the most, which is the segment you don't really want to piss off.
There are ways to mitigate the effect however. #1 is to only show ads to people who downloaded the game ...
The following article is from the dev(s) of clash of clans where they point out one of their "Keys to success" is not having ads. Its just a small reason but its something that's brought up.
The shortest answer is "no", Facebook almost never gives away such placement for free. This is, literally, where they get all their money; Zynga (the big game developer) is the largest source of revenue Facebook has.
While not universally true, a good rule of thumb is that if you see it, its for sale. The largest amount I've ever gotten free was $100 in '...
There's a simple formula you can use:
estimatedCost = (hoursRequired * costPerHour) + additionalCosts
The hoursRequired can range anywhere from a few hours for someone advanced making something very simple to hundreds of hours for someone very amateur making something very complex. The costPerHour will vary depending on the number of developers and their ...
Not being able to substitute words like in English is not a real problem, because while in English you have this problem less often, it is still there:
"There was a man named %name%. He liked kids..." - female names won't work here.
Instead you could try to have fun with a more complex approach.
"There was a %person1.sexAndAge%. %person1.personalPronoun% ...
There is not one silver bullet. You can use an event driven paradigm:
Whenever something happens in your game that can be relevant for a quest, raise an event.
Define classes for your quests with event listeners to react to these events.
Store the currently active quests (and their status and parameters) in a database
When initializing your game state, also ...
What TYPE OF PLACE does one go?
Forums or social media sites. There are already sites designed for that purpose.
The type of places you want to go are the ones where these gamers are. Search the web for similar indie RTS games. Find out where people are talking about those games and start with that community. Don't spam. Just partake in the discussions, ...
Most games discourage player movement between servers by making it impossible for players to transfer their progress. So there is usually very little movement of players between servers.
The main reason why player numbers on servers fluctuate are onboarding and offboarding players.
However, when a game runs for a very long time, player numbers usually go ...
it all depends on your infrastructure. we never have an unlimited player on the same server as we have no unlimited server capability.
when you hear unlimited, it means big number of players but player number always depends on server responsibility, authority and game Logic. in some games server only receives the data and broadcasts it but in some other ...
I was earlier in the same confusion and finally found out there is no proper solution for this.
My consideration for Google play was not for ranking but for using the leaderboards and multiplayer features. And again If I go with Google Play Services alone, I miss a-lot with Facebook login.
So you decide which has more weightage and pick one of it. If you ...
Since you're overriding the Main UnityPlayerActivity your AndroidManifest should look like :
<?xml version="1.0" encoding="utf-8"?>
<manifest android:theme="@*android:style/Theme.NoTitleBar" android:versionCode="1" android:versionName="1.0" android:installLocation="auto" package="a.b.c" xmlns:android="http://schemas.android.com/apk/res/android"...
Good question. Let us assume some simple things:
A game without ads is more likable to a user.
User understands that ads are 'necessary evil' to make 'free' games possible.
Given that, For mobile games, is there any evidence that ads hinder popularity, or that people are more likely to share games without ads?
I would say 'No'. People are more likely to ...
Changing the rules of the game mid-way is usually a bad idea. People acquire a product for a number of reasons which vary from person to person. One of those reasons might be not being bothered by annoying ads popping up from everywhere. In therms of mobile games, I always enjoyed the idea of creating a free version with ads and an ad-less comercial version. ...
I recommend you look as some of the many BaaS available for mobile game developers. Some are free for non-commercial use or pre-launch development. Here's a few (there are many more):
You should see the back-end as a centralized component for storage and processing. This structural component is used for various reasons.
Storage: the state of your game will be stored on the back-end. "State" refers to all parameters that need to be stored persistently. For example, you need to store the level progression of the player. You have two ...