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Monthly Archives: 7 月 2010

Pocket God的作者十點建議(二)

There is no magic formula to making a successful game

Sometimes developers find success by following the trending game designs and mechanics. Sometimes they find it by bucking the trend and inventing something new.

Every success story is different – don’t merely rely on guides that purport to help you replicate success. Pocket God’s success is closely tied to the game’s near-weekly updates – but not every iPhone dev has found that strategy to be effective for their games.

Some people find value in doing a ‘lite’ or demo app; some people find value in pricing their app higher and using price drops to kick up popularity.

If you simply follow someone else’s plan, you are not really paying attention to what’s going on with your app and your customers. Pay attention to your own situation and think about ways to incrementally improve your game and approach.

Look to other companies for inspiration and ideas, but do what makes sense for you and your project.

沒有成功的魔法公式

有時候是順應著遊戲開發的趨勢發展,有時候是順著趨勢去開發,然後創造一個新的玩意。
每一個成功故事都不同,不要仰賴複製的成功,Pocket God的模式是靠著不斷的更新,但不是所有的產品都有效。
有些人覺得透過產品的價值而成功,有些人是透過lite版本,有些是透過低價位來打開知名度,如果只是簡單的去追隨別人的模式,你會沒注意到其中真正重要的事情-你的產品跟客戶的關係,專注在自己產品的情狀,並投注心力去思考如何逐步改善你的產品,你可以透過別的公司找尋靈感,但是還是對你和你的產品有點想法吧。

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You need to be noticed

And ‘being noticed’ is not just a marketing exercise. A solid, well-developed game that does nothing new, better or different from the competition won’t stand out. And there’s a lot of competition, especially on the platform we’ve chosen.

So what distinguishes your game? We initially hooked the Pocket God audience with our sense of humor, and we expanded on that by providing constant updates and constantly interacting with the community.

Other games do it with jaw-dropping technology, sex appeal, or controversy. You have to find your own formula.

你需要被注意

這不僅僅是一個行銷手段,一個實質而且完善的遊戲在開始時其實也沒什麼(!!?啥?不懂),只是更好或不同並不足以讓你的產品脫穎而出,這是一個巨大的競爭,特別是在這個平台,你的遊戲有什麼不同?一開始Pocket God是著重在我們的幽默模式跟觀眾互動,所以我們不斷的擴展他互動的模式,其他遊戲可能是以技術取勝或是性感等等,你應該找到你自己的方法。

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Work the community

Your community, if you’re lucky enough to have one, is extremely important. Don’t hire someone to be the face for your game – get out there on your own. There’s a reason why politicians personally kiss babies and shake hands.

It’s your voice that makes your game special, so it’s your voice people want to hear. Your game isn’t just the game, it’s the whole environment that it’s presented in.

You do your game and your community an injustice by having an intern manage your blog, Twitter and Facebook. You don’t have to write a novel each day – just share your thoughts, complain about things that are bothering you, and talk about things you appreciate. Your fans will enjoy the transparency and they’ll relish the chance to take a glimpse behind the scenes.

好好經營你的社群

如果你很幸運有一個社群,這是非常重要的,不需要額外請人去經營,你要自己去經營,就像是政治家會親自去吻嬰兒和民眾握手

這是透過你的說法讓遊戲特殊的方式,透過你的聲音,你的遊戲將不只是個遊戲,他是一個群體,是一個符號,是你的想法,你要確實的去管理你的部落格、twitter跟facebook,你不用每天寫東西,只要分享你的想法,抱怨你困擾的事情,談談你喜歡的事物,你的玩家會很高興能知道關於幕後的種種消息

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Implementing user requests go a long way

Early on, with my first app, I learned the power of responding to the community. Someone gave us a 1-star review of our game, complaining that it didn’t have a save feature.

I turned around the fix a couple days later and he immediately responded in his review, changed it to 5 stars, and said he would make sure all his friends bought it.

Listen to your users. They have valuable feedback. If you can make them part of the experience, they will have a personal stake in your project, and they’ll be more inclined to spread the word to all their friends.

Customers that complain the loudest are your biggest opportunities. It can be very disheartening to get an email from someone saying that they hate your game and demand their 99 cents back.

However, these people have a ton of passion, and most of the time they just want to be heard. If you can convince them that you actually care about what they think, and that you are trying your best to entertain them, oftentimes they will flip and use that passion to evangelize your product. In short, revere the community.

執行你用戶的需求
在早些時候,我第一個應用程式,讓我學到了回應的力量,有人抱怨我們的軟體沒有儲存功能,所以給了我們一顆星
我花了幾天修好後,他立刻回應了他的評分改成了五顆星,而且告訴我們他會推薦他的朋友們

傾聽你的用戶寶貴的意見,你可以讓他們這樣覺得,他們會對你的產品有認同感,而且更樂於推廣你的軟體,他們的抱怨是你最好的機會,他可能是很令人沮喪的咒罵說要退錢或是討厭你的產品。

然而這些人有著無比的熱情,他們當時只是想被聽到,如果你可以說服他們你真的很關心他們的想法,他們通常會像傳福音一樣傳頌你的作品,總之敬畏你的群眾。

Pocket God的作者十點建議(一)

個人是覺得非常激勵人心,我英文不是很好,但我還是努力翻了他
這是第一篇,前五點~~

Choose a project that you can complete

It’s hard to become an indie developer.
Most of us start out by working weekends and nights on our dream project, hoping that it gains enough traction to quit our consulting gigs or full time jobs.
What really happens for a majority of solo developers is they end up putting a month or two into their project, and it gets placed on the back burner because they either get excited about a new idea or they get wrapped up in a deadline for their full time gig.
Assume this is going to happen to you.
Create something that can be done quickly, something you can just blast through and get out to the market.
Besides, simple ideas can actually do really well: both Pocket God and Flight Control were initially done in 1 week.

挑一個你可以完成的專案

做一個獨立開發者是非常辛苦的
大多數的時候我們都在週末或是夜晚才投注在我們夢想專案中,並期望它能讓我們脫離原有的工作(簡略翻譯…)
很多開發者都會把專案搞到一兩個月,然後又被拋在腦後,因為他們過程中可能想出新的點子…
假設,你也會發生這樣的事
做一些你可以快速完成的並進入市場進行反應(blast through ??這我看不懂~但應該是這個意思吧~看前後文)
此外,簡單的想法可以做的比較完善, Pocket God 跟 Flight Control 都只花了一個禮拜就做完了(我想是第一版的意思)

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Don’t get caught up in engine building or grand designs

This follows from the first point, drilling down to two common ways of overreaching your development bandwidth.

Everyone wants to create an awesome MMO like World of Warcraft on the iPhone, but the thing is projects like WoW have hundreds of people on their teams, and they take years to ship.

If your team consists of two people working on nights and weekends, it ain’t gonna happen. Keep your grand designs in check and make sure the scope of your project is realistic.

The programming version of this is called ‘engine building.’ As a programmer, my one guilty pleasure is striving to come up with the perfect architecture.

I’ve started out developing many solo projects where I have a great game idea but I start working on highly optimized 3d renderer or a really generic AI system – and few months into it the original idea is stale and I move onto something else.

It’s ok if your code is a little messy at first, or if it isn’t the fastest thing in the industry. Elegant architecture is not an effective bullet point in your game description!

不要陷入引擎建造迷思或是龐大的設計中

從第一個觀點延伸,這兩件事普遍是開發狀態中常常過頭的事情

大家都想要弄個像魔獸世界的玩意,但事實上他們有幾百個人,花了幾年時間才弄出來的,如果你是兩個人的團隊而且只在週末跟晚上工作,這不是你們應該要發生的事情,保持你的偉大設計是在現實範圍內

至於引擎,這是程序員的完美主義作祟(這個我就不細翻~感覺有點文言文….)

我開始做很多個人專案時就有個大型遊戲的想法,但是我真正優化3D渲染或是做一個真正的人工智慧其實已經是在數個月後的事情了,而原來的想法早就已經是舊東西,我都開始做別的事情啦。

如果你的程式一開始有點混亂還是沒有跑的最快是無所謂的,我想你程式寫的很漂亮這件事情是沒必要寫在遊戲介紹中吧!!

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You don’t always need to innovate

Innovation is a decidedly good thing, but too much innovation is actually risky. If you come up with something wild that no one has ever seen before, there is a good chance you’ll either be ahead of your time, or others won’t share your enthusiasm for the idea.

One great strategy for your first game is to go after a market that has already been proven – but not saturated – and put out a high quality alternative.

你不一定總是需要創新

創新是一個毫無疑問的好事,但是太多的創新事實上是有風險的,如果你有一個瘋狂的從來沒人見過的是一個很好的機會,這可能是個出頭的好機會,但也有可能沒人可以明白你創意的熱情

你的第一個遊戲很重要的策略是在爭取一個已經被證明但尚未飽和的市場…(我看不懂了…..)

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Work hard, but find an idea that’s fun to work hard on

Enjoying the process of making your game is very important. If your project is a pain in the ass to make, your customers will feel it.

Don’t make financial success your primary driver; there are a lot of industries where you can just knuckle down and make lots of money, but the video game industry isn’t one of them. You need to have a passion for what you do.

Putting financial success at the forefront is a distraction from really feeling your game. You need to create something you would enjoy.

努力工作但找出樂趣

找出開發的樂趣很重要,你一定要能夠感覺到這件事情,不要讓財務成為主要的動力,很多工作的確是如此,但這件事情如果你沒有熱情你會撐不下去
在財務之前最重要的是你要真心喜歡你所設計的東西。

++++

Don’t expect your game to be a hit, and move on if it doesn’t fly

Don’t blame the situation. Don’t blame the competition. Don’t blame the audience. Your game just didn’t fly. There are lots of really incredible games out there and even though people might give you a lot of positive feedback about yours – well, compliments are free. It’s hard to predict what people will actually buy.
Just move onto the next one, keep your momentum, and focus on a new concept.

不要期望你的遊戲是個必中的產品

如果沒中,不要責怪競爭或觀眾,他只是沒有中,已經有眾多令人難以置信的遊戲,玩家可能會給你一點回應…..好吧~讚美是免費的~你真的無法預知到底誰會去買他,總之就是趕快進行下一個開始。

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It’s easier to keep the momentum on an existing success than to create a new one

We never expected Pocket God to be a hit (see my last point!). But we are sticking with it until the success dies down, if and when it does. We’re even looking to expand beyond the iPhone, and we’re adding different game mechanics that can take the Pocket God world to a bigger level. if you’re lucky enough to experience success as well, you should be doing everything in your power to fan the flames and keep the momentum going.

Don’t quit before you’ve fully realized your game’s potential.

保持現有的優勢比創造一個新的優勢來的重要

我從來沒想過Pocket God會中(請參閱最後一點),但我們一直堅持他,直到他成功為止,當他發生了,我們對他的期望也會擴展到iphone以外,而且我們不斷的加入新的機制,讓他有更好的水平,如果你有足夠的成功經驗,你應該想辦法繼續保持他,保持這個優勢。

在充分了解你作品的潛力之前,不要放棄你的作品。

ping網址

用wordpress會有個將新文章送通知給各網站的功能
以下就是目前收集到的ping網址

http://rpc.pingomatic.com/
http://ping.baidu.com/ping/RPC2
http://blogsearch.google.com/ping/RPC2
http://api.my.yahoo.com/RPC2
http://api.my.yahoo.com/rss/ping
http://ping.feedburner.com
http://www.blogshares.com/rpc.php
http://www.blogsnow.com/ping
http://www.snipsnap.org/RPC2
http://xping.pubsub.com/ping
http://www.zhuaxia.com/rpc/server.php
http://www.blogsdominicanos.com/ping/
http://www.xianguo.com/xmlrpc/ping.php
http://www.feedsky.com/api/RPC2
http://blog.iask.com/RPC2
http://blog.youdao.com/ping/RPC2
http://blogsearch.google.com/ping/RPC2
http://1470.net/api/ping
http://api.feedster.com/ping
http://api.feedster.com/ping.php
http://api.moreover.com/ping
http://api.moreover.com/RPC2
http://api.my.yahoo.com/RPC2
http://api.my.yahoo.com/rss/ping
http://bblog.com/ping.php
http://bitacoras.net/ping
http://blogdb.jp/xmlrpc
http://blog.goo.ne.jp/XMLRPC
http://blogsearch.google.com/ping/RPC2
http://blogmatcher.com/u.php
http://bulkfeeds.net/rpc
http://coreblog.org/ping/
http://mod-pubsub.org/kn_apps/blogchatt
https://phobos.apple.com/WebObjects/MZFinance.woa/wa/pingPodcast
http://ping.amagle.com/
http://ping.bitacoras.com
http://ping.bloggers.jp/rpc/
http://ping.blogmura.jp/rpc/
http://ping.blo.gs/
http://ping.cocolog-nifty.com/xmlrpc
http://pinger.blogflux.com/rpc/
http://ping.exblog.jp/xmlrpc
http://ping.feedburner.com
http://ping.myblog.jp
http://pingqueue.com/rpc/
http://ping.blogg.de/
http://ping.rootblog.com/rpc.php
http://ping.syndic8.com/xmlrpc.php
http://ping.weblogalot.com/rpc.php
http://ping.weblogs.se/
http://rcs.datashed.net/RPC2/
http://rpc.blogbuzzmachine.com/RPC2
http://rpc.blogrolling.com/pinger/
http://rpc.britblog.com/
http://rpc.icerocket.com:10080/
http://rpc.newsgator.com/
http://rpc.pingomatic.com/
http://rpc.tailrank.com/feedburner/RPC2
http://rpc.technorati.com/rpc/ping
http://rpc.weblogs.com/RPC2
http://rpc.wpkeys.com/
http://services.newsgator.com/ngws/xmlrpcping.aspx
http://signup.alerts.msn.com/alerts-PREP/submitPingExtended.doz
http://topicexchange.com/RPC2
http://trackback.bakeinu.jp/bakeping.php
http://www.a2b.cc/setloc/bp.a2b
http://www.bitacoles.net/ping.php
http://www.blogdigger.com/RPC2
http://www.blogoole.com/ping/
http://www.blogoon.net/ping/
http://www.blogpeople.net/servlet/weblogUpdates
http://www.blogroots.com/tb_populi.blog?id=1
http://www.blogshares.com/rpc.php
http://www.blogsnow.com/ping
http://www.blogstreet.com/xrbin/xmlrpc.cgi
http://www.holycowdude.com/rpc/ping/
http://www.lasermemory.com/lsrpc/
http://www.imblogs.net/ping/
http://www.mod-pubsub.org/kn_apps/blogchatter/ping.php
http://www.newsisfree.com/RPCCloud
http://www.newsisfree.com/xmlrpctest.php
http://www.popdex.com/addsite.php
http://www.snipsnap.org/RPC2
http://www.weblogues.com/RPC/
http://xmlrpc.blogg.de
http://www.feedsky.com/api/RPC2
http://www.xianguo.com/xlmrpc/ping.php
http://api.my.yahoo.com/RPC2

關於iOS4的多工跟抽屜

剛換sdk 4的時候,我覺得有點怪異的地方是當我按home後我以為我把程式關掉
但是當我再開啟程式之後
程式會停在我剛剛關掉的地方
而且連續寫了幾個測試專案會發現模擬器越開越慢

後來想到有可能是iOS4的多工產生的問題

以下操作可以大致上了解這個問題
對home雙擊會出現像這樣抽屜的畫面
而抽屜裡就是還在執行但是呈現凍結狀態的app
它可能不佔cpu但還是放在記憶體中的….
PastedGraphic1.DppZTIfhFN39.jpg

當你對裡面任何一個app長按幾秒後會出現app上的減號

PastedGraphic2.iuG0aVSNvGRO.jpg

只要你按了減號,該app就會消失,等你執行那個app時,它就會重頭開始了

個人是覺得這個模式可能會導致有些app變得更友善但也同時會造成使用者操作上的一些迷惑….