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  #121  
Old 09-10-2013, 04:36 PM
JBRUU JBRUU is offline
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Originally Posted by Exact-Psience View Post
Because, as Primoz mentioned, it requires less work, and it is cost-effective (both time and money... but we all know that time is money)... Especially in the fast moving market of iOS games.

It's not like the high-end-device-users pay extra to get the better visuals.
That's a pretty poor excuse for what is essentially, "We don't have time or money to make a good looking game for your device". Imagine if all developers had that attitude, or if Rockstar were to take Max Payne 3's port to PC and make it look exactly like the console versions. (some developers are actually this lazy; you can't even adjust the resolution or key bindings, let alone graphics in their PC ports).
  #122  
Old 09-10-2013, 04:55 PM
Primoz Primoz is offline
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Originally Posted by JBRUU View Post
That's a pretty poor excuse for what is essentially, "We don't have time or money to make a good looking game for your device". Imagine if all developers had that attitude, or if Rockstar were to take Max Payne 3's port to PC and make it look exactly like the console versions. (some developers are actually this lazy; you can't even adjust the resolution or key bindings, let alone graphics in their PC ports).
Well, it's pretty simple. The developers are speculating that they will waste less and earn more, if they make the game playable on more devices. Rather than going into quality and make it playable on the last two models.

The mobile market is currently not made for setting new mile stones in graphics, because it just doesn't pay off. Unless a specific game/developer team decides to dedicate all of their time to graphics, hoping that their game will shine (and shine as the only game in that area); example DT. People with newest devices always download it just to see and show off the gorgeous graphics. Whoops, went off-topic.

It's not the question of laziness, but the question of profit.
  #123  
Old 09-10-2013, 05:56 PM
JBRUU JBRUU is offline
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Originally Posted by Primoz View Post
Well, it's pretty simple. The developers are speculating that they will waste less and earn more, if they make the game playable on more devices.
Automatically downgrading quality per each idevice model fixes this, and it's the standard set by pretty much every other developer and what's come to be expected on the AppStore. In other words, step up or step down. It's simply not necessary to play to the lowest common denominator anymore.

Quote:
The mobile market is currently not made for setting new mile stones in graphics, because it just doesn't pay off.
I'm not asking for Shadowgun: Zombies, but when a dev mentions that they didn't add ragdolls specifically because older devices would chug, I scratch my head a bit. Having the game automatically detect what device you're using and adjust accordingly should be relatively simple, not to mention it's become a standard in this market. I wouldn't even make a big deal out of this, but canned animations can get old quite fast, and real physics add a degree of unpredictability, and, at times, humor. Plus, the game is supposed to be quite short - why skimp on worthwhile features that could make a short experience a better one?

Last edited by JBRUU; 09-10-2013 at 06:33 PM..
  #124  
Old 09-10-2013, 06:11 PM
JCho133 JCho133 is online now
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.... You guys do realize how ridiculously difficult game developing is, right?
  #125  
Old 09-10-2013, 06:41 PM
Rip73 Rip73 is offline
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Originally Posted by JCho133 View Post
.... You guys do realize how ridiculously difficult game developing is, right?
Or that not having the time, or possibly funding, to implement all the effects or scaling that people want does not equate to laziness (a term I'm growing more and more disdainful of due to the complete lack of understanding of the development process that it displays, there is in fact nothing lazy about developing as it is a very challenging and demanding process).

Its simply cost effectiveness. A very reasonable widely used business practice.

Last edited by Rip73; 09-10-2013 at 06:50 PM..
  #126  
Old 09-11-2013, 02:56 AM
Hochy Hochy is offline
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HUH, pretty amazing, gossip become truth, truth become law?
I never said anything about excuses. We haven't ragdolls...end of story.
One of the reasons was definitely "slower devices" and time needed to reasonably implement such a feature (time/resources).
Again, no excuses. Simple math.
1 programmer (partial work with his regular work)
+ amount of time to finish solid game
= more work for animator to prepare acceptable "less consumption" animations/no ragdolls
Sure I will accept full responsibility for such a decision. It's our risk. On the other hand, we avoid many potential problems by this decision. Noone said "we won't add them later". Simply wait few months, Dead effect will run nowhere. And with future updates, it will be probably better and better game...depends on success of course.
btw. if any of you buy our game, please post credits here and compare them with other team (like mentioned rockstar?). No excuses, just for fun.

Dead effect is our first game for mobile platform and for me personally it's great experiment.
Small team, solid game, short mobile game development period, relatively low personal investments.
We did much worse cuts than ragdolls.


And don't forget. As a customer, you are most important piece of machine in hierarchy called game industry. Another simple math.
No ragdolls + No buy = No more games without ragdolls/No more games, by inDev Brain

It's all up to you, customer!
  #127  
Old 09-11-2013, 03:05 AM
Rip73 Rip73 is offline
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Originally Posted by Hochy View Post
.....
Dead effect is our first game for mobile platform..........
We did much worse cuts than ragdolls. ..........
That all seems perfectly reasonable to me.
Thanks for that.

(Original post replying to edited to avoid double up)
  #128  
Old 09-12-2013, 03:22 AM
Hochy Hochy is offline
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Default Final post

This is paraphrase which I promissed (Offspring - Smash):

"Ahhhhh, it's time to relax,
and you know what that means,
a glass of wine, your favourite easy chair,
and of course this game playing on your mobile device.
So go on, indulge yourself,
that's right, kick off your shoes, put your feet up,
lean back and just enjoy the game.
After all, game soothes even the savage beasts."


Ok guys, Dead Effect is out and this is my last post here in this thread.
If you have any troubles or suggestion, don't worry and let us know.
There is new Dead Effect thread on "iPhone and iPod touch Games" and
one guy from BulkyPix, who will be in touch with you (Vincenzo78140).
http://forums.toucharcade.com/showthread.php?t=203351
You can also contact directly BulkyPix support.
And again, don't worry to tell us about Dead Effect, what you think, what zou want etc. We want hear you! Your comments will help us improve our game.
THANK YOU GUYS FOR SUPPORT!
One last request.
ENJOY OUR GAME!!!

Last edited by Hochy; 09-12-2013 at 03:26 AM..
  #129  
Old 09-12-2013, 03:59 AM
lukasK lukasK is offline
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good work Hochy! what's the plan after release? do you have any updates/extensions in plan ?

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