★ TouchArcade needs your help. Click here to support us on Patreon.

Pocket God 1.10 - A Mighty Wind!

03-18-2009, 01:57 AM
#1
Joined: Jan 2009
Location: San Francisco, Ca
Posts: 1,477
Pocket God 1.10 - A Mighty Wind!

So, this week was kind of a milestone for us, we released 10 updates in 10 weeks and our 11th update is in review right now. Itís kind of funny that our new update is about hurricanes because that's exactly what it has felt like since we started in January.

This was a fun one to work on for me, the last few have been fairly heavy on the art side, but this one was mainly a programming effects based update. We have wanted to do Hurricanes for a while but I've been a little concerned that I wouldnít have the time to do it justice, but once I got into it and created the initial algorithm for doing the whirlwind, everything just started falling in place and Sunday night it all just came together at the last minute like usual. I think you will like it, itís pretty interactive and the pygmies look awesome when they are being whipped around in three dimensions.


In other news, today I submitted our order for our figures. Here's a pic for those who havenít seen it yet.



We ordered 10 of them, 1 for each of us, and 8 to give away to big review sites at the Game Developers Conference next week. If people are interested, they cost $90 apiece and if I get enough orders I can have them do another run. I'll post pics of the final product when I get them.

This also marks the beginning of the 3rd week at the top paid app position, we know that it can be a pretty steep decline once you start moving down so we are looking for ways to extend our time at #1. Mainly it involves finding big sites that can write reviews for us (our MacWorld and fox news reviews when live this week) but we are also looking for new ways of generating interest. I think Allanís viral video should be done before we start working on the next update (it is awesome), and we should have our WallPaper Apple contest on our blog tomorrow. Hmmm, I wonder if we have a good prize for the contest. Something thatís much better than a T shirt and a limited edition with only 10 in existence?

Technology wise, everything was put into the hurricane effect but I did manage to create a cool tool that can take key framed animation from flash and dump it into our engine, we are now using it to animate the tree, where each palm branch and the trunk is its own bitmap and we just move, rotate, and scale the pieces instead of having a giant png for each frame. This will be a life saver for us, because keyframed animation is small, we can finally start animating bigger objects without it impacting us so much.


A Might Wind! was posted on Monday night so it should be available Friday.

The next update.... what can I say about it... I guess itís a subject that appears in the New Testament quite a bit. It will also be a nice update and probably the closest to a mini game that we have built so far.
03-18-2009, 02:02 AM
#2
Joined: Feb 2009
Location: San Francisco, California
Posts: 5,305
Thanks for the update. I always look forward to your weekly updates. As for the figurines, I'd be interested in seeing the final pics, and maybe ordering one. Look kind of nice sitting on my desk

03-18-2009, 02:07 AM
#3
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,711
Personally, I think you could really expand your interested user base by including more gameplay elements in to Pocket God. My girlfriend (not really a gamer) absolutely cannot get enough of Pocket God. On the other hand, someone like me, who was practically born with an Atari joystick in my hand gets bored pretty quick. I love the weekly updates, and how you seem to be working in parodies of popular games (Like this recent vampire update and iDracula) has been really amusing.

At the end of the day, Pocket God is a great title for 99 cents, I just think you'd rope in a LOT more customers if you had some gameplay elements beyond flicking dudes in to a volcano. Even really basic first generation tamagotchi-like functions would probably go a long way in piquing the interest of new customers.
03-18-2009, 02:10 AM
#4
Joined: Oct 2008
Location: The Netherlands
Posts: 1,351
Thanks for the new topic!

Dave, did you or Allan also "fix" the cloudy sky which looks tiled in the current version?

Stefan
03-18-2009, 02:11 AM
#5
Joined: Jan 2009
Location: San Francisco, Ca
Posts: 1,477
Quote:
Originally Posted by Hodapp View Post
Personally, I think you could really expand your interested user base by including more gameplay elements in to Pocket God. My girlfriend (not really a gamer) absolutely cannot get enough of Pocket God. On the other hand, someone like me, who was practically born with an Atari joystick in my hand gets bored pretty quick. I love the weekly updates, and how you seem to be working in parodies of popular games (Like this recent vampire update and iDracula) has been really amusing.

At the end of the day, Pocket God is a great title for 99 cents, I just think you'd rope in a LOT more customers if you had some gameplay elements beyond flicking dudes in to a volcano. Even really basic first generation tamagotchi-like functions would probably go a long way in piquing the interest of new customers.
Hey Hodapp, thanks for the feedback, we are actually looking to move the game in the direction you are talking about. I was actually thinking of adding a combat mini game that is sort of like Patapon but we are just limited by time and improving our engine enough so it will support everything we need (dynamic text). I think the update after this next one will push us a little more in this direction but our original promise was to build this to the point where it has game play and we intend on getting there soon.
03-18-2009, 02:12 AM
#6
Joined: Jan 2009
Location: San Francisco, Ca
Posts: 1,477
Quote:
Originally Posted by spmwinkel View Post
Thanks for the new topic!

Dave, did you or Allan also "fix" the cloudy sky which looks tiled in the current version?
yes, the cloud tiel mark is fixed along with a lot of other bugs that TA users found.
03-18-2009, 02:17 AM
#7
Joined: Dec 2008
Posts: 1,278
nice i look forward to this update on friday. still trying to figure out the new testament..not a bible person
03-18-2009, 02:18 AM
#8
Joined: Oct 2008
Location: The Netherlands
Posts: 1,351
Quote:
Originally Posted by davecazz View Post
yes, the cloud tiel mark is fixed along with a lot of other bugs that TA users found.
Thank you!

Stefan
03-18-2009, 02:19 AM
#9
Joined: Jan 2009
Location: San Francisco, Ca
Posts: 1,477
Quote:
Originally Posted by stargazer513 View Post
nice i look forward to this update on friday. still trying to figure out the new testament..not a bible person
I'm not a bible person either, but here's another hint. you can find them on the back of cars.
03-18-2009, 02:21 AM
#10
Joined: Jan 2009
Posts: 2,237
First, I want to say I really enjoy Pocket God. But I feel compelled to stick my nose where it doesn't belong.

You guys offer an ever-expanding experience for a mere dollar on the appstore. At this point in time, it is the #1 paid app, which is like saying it receives the most publicity of any other paid app out there (relatively speaking).

My question is: are you guys still getting significant amounts of people buying the game each week? I would think that whoever wanted the game, would have it by now. If my assumptions are right, does this mean that frequent updates won't happen for much longer? I understand everything has a life cycle, but I'm just trying to get an idea.

The reason I ask is that I'd hate to see this product end. It has seemingly endless possibilities for features that can only come to an end if they are no longer financially supported.