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  #41  
Old 02-20-2012, 01:42 AM
hyung hyung is offline
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Originally Posted by gunxsword View Post
Wait... something like TT? So it's going to be a freemium that generously dish out IAP currency with IAP being large 'THANK YOU' buttons?

Wow I just got a whole lot more excited about a zombie themed TT! Does this progress by real world time?
I really like how there is always something to do in Tiny Tower, and we're trying to do the same thing in Zombie Fortress.

The business guys haven't yet figured out how generous to be with IAP currency. Everyone definitely wants to be generous with it, and Tiny Tower has proved it can work, but I'll admit, it's quite a risk.

Personally, I like to think that as long as we make a game that's actually fun, it won't matter too much how much free IAP currency there is.
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  #42  
Old 02-20-2012, 03:42 AM
gunxsword gunxsword is offline
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Originally Posted by hyung View Post
I really like how there is always something to do in Tiny Tower, and we're trying to do the same thing in Zombie Fortress.

The business guys haven't yet figured out how generous to be with IAP currency. Everyone definitely wants to be generous with it, and Tiny Tower has proved it can work, but I'll admit, it's quite a risk.

Personally, I like to think that as long as we make a game that's actually fun, it won't matter too much how much free IAP currency there is.
(Did you mean "how little free IAP currency there is"?
The bold parts sounds like Glu, Infinity Blade (I and II) and various Gameloft freemium releases for a second. Sure they were all fun, enjoyable and interesting, but the first example's abhorrent; second example's 'widely requested' *cough* feature and third example's restrictive and almost Glu like IAP are quite... unwelcoming.

TT wasn't just fun - it was extremely player friendly with dishing out IAP currency at a comfortable rate. What you decide to do is your decision.


I'm all of a sudden not-so-excited for the game anymore.
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  #43  
Old 02-20-2012, 04:06 AM
hyung hyung is offline
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Originally Posted by gunxsword View Post
(Did you mean "how little free IAP currency there is"?
The bold parts sounds like Glu, Infinity Blade (I and II) and various Gameloft freemium releases for a second. Sure they were all fun, enjoyable and interesting, but the first example's abhorrent; second example's 'widely requested' *cough* feature and third example's restrictive and almost Glu like IAP are quite... unwelcoming.

TT wasn't just fun - it was extremely player friendly with dishing out IAP currency at a comfortable rate. What you decide to do is your decision.


I'm all of a sudden not-so-excited for the game anymore.
Ah, sorry about that, I wasn't very clear.

What I meant was, in my personal opinion, I think the amount of money a game makes is based a lot more on how fun it is, and not so much on how much free IAP it gives away.

So hopefully we'll be able to have IAP similar to Tiny Tower
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  #44  
Old 02-20-2012, 04:17 AM
GoofyJmaster. GoofyJmaster. is offline
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At the beginning, you guys said this would be different from TT. Could you share some of those details?

I personally an not a fan of Tiny Towers. Like I said previously, it felt like a cheap sim. I just don't get the overall appeal of games like that or Farmville.

From my understanding, as of now, there'll be enemies attacking your tower, and you'll have to deal with them accordingly. You will also need to build your tower, but do the wait times = real time? I feel like if this is more game than sim, the wait times should be scaled down. If time isn't scaled down, will there be cool/epic things that are required of you to do during the day?

Ultimately, the thing with TTs is that I could care less about running a hotel. It's just not fun and is too close to reality. If I want to play a "close to reality" sim, I'll play a Tycoon (which I'm not the biggest fan of) or sports manager sim. Or I can play something like KoDP or Civilization. The Sims...

I could care less about the menial tasks of cleaning up someone's crap in bathroom #4 or the spillage on aisle 3. * over exaggeration* Building a hotel and dealing with the people that rent the rooms just isn't fun IMO.

Is there a way to lose the game or are there major setbacks?

Last edited by GoofyJmaster.; 02-20-2012 at 04:23 AM..
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  #45  
Old 02-20-2012, 04:38 AM
hyung hyung is offline
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Originally Posted by GoofyJmaster. View Post
At the beginning, you guys said this would be different from TT. Could you share some of those details?

I personally an not a fan of Tiny Towers. Like I said previously, it felt like a cheap sim. I just don't get the overall appeal of games like that or Farmville.

From my understanding, as of now, there'll be enemies attacking your tower, and you'll have to deal with them accordingly. You will also need to build your tower, but do the wait times = real time? I feel like if this is more game than sim, the wait times should be scaled down. If time isn't scaled down, will there be cool/epic things that are required of you to do during the day?

Ultimately, the thing with TTs is that I could care less about running a hotel. It's just not fun and is too close to reality. If I want to play a "close to reality" sim, I'll play a Tycoon (which I'm not the biggest fan of) or sports manager sim. Or I can play something like KoDP or Civilization. The Sims...

I could care less about the menial tasks of cleaning up someone's crap in bathroom #4 or the spillage on aisle 3. * over exaggeration* Building a hotel and dealing with the people that rent the rooms just isn't fun IMO.

Is there a way to lose the game or are there major setbacks?
I think the biggest gameplay difference between our game and TT is that TT basically has only 2 different types of rooms (housing and service). We have lots of different kinds of rooms, and they play differently.

For example, we have a greenhouse room where you plant crops and an animal pen where you raise animals. And we have a "scavenge" room where you load out a team of survivors to go scavenge for supplies. And we have a workshop where you can combine items to make more powerful items.

I know it might turn off a lot of people, but there isn't an explicit way to lose. We considered it during the game design phase, but we ultimately made the decision not to do it. However, we do have PvP going on. Hopefully that will be motivation enough not to lose!
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  #46  
Old 02-20-2012, 05:05 AM
GoofyJmaster. GoofyJmaster. is offline
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Originally Posted by hyung View Post
I think the biggest gameplay difference between our game and TT is that TT basically has only 2 different types of rooms (housing and service). We have lots of different kinds of rooms, and they play differently.

For example, we have a greenhouse room where you plant crops and an animal pen where you raise animals. And we have a "scavenge" room where you load out a team of survivors to go scavenge for supplies. And we have a workshop where you can combine items to make more powerful items.

I know it might turn off a lot of people, but there isn't an explicit way to lose. We considered it during the game design phase, but we ultimately made the decision not to do it. However, we do have PvP going on. Hopefully that will be motivation enough not to lose!
Do the plants serve as a way to bring in new food? Do the animals serve as food as well? Can they be used to make clothing or other items?

What's the end purpose? That's something I never understood with TT or other similar games. Are there achievements to challenge you throughout the game?

I mean, all in all, I'm liking the overall idea. It does seem more like a game than TT, so that's a plus for me.

Oh yeah, if there's no way to lose than maybe there should be major setbacks included in the game; instead of only coming from losing a PvP battle.
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  #47  
Old 02-20-2012, 05:47 AM
undeadcow undeadcow is offline
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I don't understand the issue if how generous to be with free IAP; why not just charge a fair price for the download and forget about IAP? One way to stand apart from TT is to not clone tveir freemium business model.

What's the status of Rogue Element?
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  #48  
Old 02-20-2012, 06:48 AM
hyung hyung is offline
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Originally Posted by undeadcow View Post
I don't understand the issue if how generous to be with free IAP; why not just charge a fair price for the download and forget about IAP? One way to stand apart from TT is to not clone tveir freemium business model.

What's the status of Rogue Element?
The main reason I've heard to do free + IAP instead of charging a fair price upfront is that the fair price is different for everyone. Some people might really get into a game, and they want to pay a lot more than the average person. I'm not sure which side I stand on it, but those seem to be the facts.

On a previous game I worked on, I've seen first-hand that most people will play for free, but there are enough outliers paying $100+ that we have to consider them as well. And I've heard that Zynga designs their games around the Zynga Black crowd, players who spend $10,000+.
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  #49  
Old 02-20-2012, 11:47 AM
Bparker Bparker is offline
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So far this game is seeming really good. I can't wait to see what else is going to be added.

I like the concept of different buildings being able to do different things. Do you think you are going to add a fighting element where you send survivors to fight a zombie horde to win terriroy back and more building space?

Keep doing what you are doing on this game and I'm sure it will be amazing.
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  #50  
Old 02-20-2012, 10:15 PM
hyung hyung is offline
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Here's an early look:

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