Showing posts with label iPad. Show all posts
Showing posts with label iPad. Show all posts

29 August 2014

Watch It Play / Interview

Last night Brad Cummings of iOS Board Games played King of Dragon Pass for about an hour, while we talked about the game and answered player questions.

Brad was playing the iPad version, but the discussion covered the original desktop version, iPhone, and Android.

The video is archived here.


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09 September 2012

Universal Language


We spoke before on the price of King of Dragon Pass in the App Store. Unlike other online stores (like Steam or Amazon.com) there’s no way I know of to do A/B testing of price on the App Store (price reductions are noticed and retweeted before any PR we may choose to do, so they become publicity events in their own right). So I can’t empirically say that we chose the best price. It does seem like it wasn’t a horrible mistake. I think the basic message of “this is a valuable product” has come through, it has given us some flexibility for the occasional sale (ironically, even our sale price probably looks like a premium price given the state of the App Store), and there’s probably some benefit to the large number of App Store reviews saying things like
“Worth every penny!”
“Wow this game is fantastic, don't be discouraged by the price it's absolutely worth every penny.”
“Well worth the price.”
“Do not fear the price point. You will extract the value over and over.”
“It's worth every dollar.”
iPad was released while the game was still in development, but too late for us to take advantage of. Once we figured out a design that would work on iPad, it didn’t take any time at all to know that it would be a Universal version — one that runs on both iPhone and iPad. And that it would be the only version.

A Sharp is a development studio, and I wouldn’t say we have a lot of expertise in marketing. But here’s the rationale.

It’s obviously simpler for a developer to have only one version to maintain, but the code base would be essentially the same, so that wasn’t really a factor. More importantly, we knew that a lot of our players were using iPads. How would they feel if (like some games) we released a separate version they’d need to buy?
“Total different from those "money machine" games.”
“Wow thanks so much for the universal support on this app! It really says a lot about a developer who is willing to add universal support instead of forcing users to buy another separate app! Wonderful support!”
Just flip those comments around. Also, this would be an ongoing issue, as people bought the iPhone version but later bought iPads.

While we might be able to price separate iPhone and iPad versions differently and capture more of the market, we’d also be introducing more consumer confusion (which to buy? I might get an iPad for Christmas, I guess I should wait to see which version to get.) And if sales were divided between two versions, it’d be even less likely to appear in the App Store charts, which are one way to discover the game.

And, we had communicated that the game was a premium product. Premium products don’t annoy their owners. By trying to come up with clever ways to make more money, we’d undercut our own message, and likely end up making less. By staying true:
“What a great suprise! Most companies would have been more than happy to create a separate version to milk money from iphone owners who want to play on their iPad. This game rocks! Developer A Sharp rocks! Keep it up. You have a customer for life.”
So hopefully the Universal version not only is a better product, we’re using it to tell people it’s a quality product.

04 September 2012

King of Dragon Pass Grows Up


The game celebrates its first birthday on the iOS App Store this week, on 7 September. We thought it was time it grew up…

…from 480 x 320 pixels to 1024 x 768. After longer than we expected, King of Dragon Pass is now a Universal app, and fully supports iPad as well as iPhone and iPod touch. It took two additional UI artists, and we had to rework each of the 49 screens, but it was worth it. You use an iPad slightly differently than an iPhone or a computer (even a laptop), and it really feels like reading an interactive, illustrated book.

The game does support the Retina Display on both iPhone and iPad, though most artwork looks just fine at standard resolution so that’s what we used. And we didn’t want to add another 500 MB of art (an estimate how big the 436 event illustrations would be with 4 times as many pixels, for both iPad and iPhone screens).

So the iPad illustrations are the same resolution used in the original game (upscaling inevitably introduces distortion, even if it’s barely perceptible). This left enough room for a reasonably sized column of text. You can see both the art and the accompanying story at the same time, and in most interactive scenes, you don’t need to scroll. And there’s enough space that we can show the info that was hidden behind the graphic on iPhone, and add a Saga button. Again, this really seems like the perfect platform for this game. I can’t imagine playing it on my 30 inch display.

Since the iPad UI is different, we also had to make a new version of the tutorial (most notably because there’s a single Sacred Time screen on iPad), and the manual.

We know a lot of people have been waiting a long time for this version. And we didn’t want them to have to pay a second time. So we made the game a Universal build — it adapts to the device you’re playing on. And we made it an update, rather than a new title, so that it would be free to existing players.

The downside is that you need to download the assets for the device you don’t own. So to make sure there was something for iPhone owners, we added a new illustrated encounter. We also followed up on a suggestion to show deity icons in the lists of blessings, which help identify them. And there were the inevitable bug fixes.

Enjoy the update!

(And, since all reviews and ratings reset with a new version, consider going to the App Store and rating the game.)

13 August 2012

iPad in Beta

Last month I mentioned that we were still converting screens to use final iPad-sized artwork. That process is complete, and the game has gone out to a number of beta testers, to make sure everything is good on a variety of devices and versions of iOS. (We’re making a universal release, so the same game still needs to run properly on iPhone and iPod touch.) We’re testing here too, and have been squashing a number of bugs.

It hasn’t been in testing long enough to have confidence in the code quality, but things look pretty good so far.

As a developer, most of my testing consists of looking at specific parts of the program (either something I just changed, or to investigate a problem someone else has reported). But I finally got a chance to play a complete short game from beginning to end. This did reveal some issues that needed to be fixed. But it also felt like the game is finally on its native platform. You hold the iPad much like a book, and this meant that King of Dragon Pass really felt like an interactive story (and less like a computer game).

The iPad layout was actually constrained by not having artwork at any higher resolution than you see here. But the results are that text never covers artwork, and you almost never have to scroll. The text is super crisp (on a new iPad) and the iPad screen is bright and gorgeous, so the art looks great. It’s all a really good experience. And as you can see, we don’t need to hide the extra information (the list of clans was behind a button even on the Mac/Windows version), and the manual is available from within a scene.

So if you don’t have an iOS device and want to play King of Dragon Pass, get an iPad.

08 July 2012

iPad Update

Yes, we are working on a Universal update. Yes, it is taking a long time. No, iPad users won’t have to pay for this separately. No, we don’t know when it will come out.

But that’s not really news. We do at least have some concepts and user interface artwork that can go in the game (instead of the placeholder artwork we’ve been using).

Here is a sneak preview of one of the dialogs. You can see that we’ve enlarged text and buttons (since you hold an iPad differently than an iPhone). And since there is room to fit all the advisors all the time, it’s easier to consult them. But it’s the same dialog as always — you won’t have a different play experience on iPad (although the larger screen does make some things easier, such as less need for scrolling text).

This is the only dialog that’s completely converted to the new look, so there is a lot more work to do. And we still don’t have all the new artwork. But there has been progress.

15 May 2012

Still Not Universal

Unfortunately, there isn’t a lot of progress to report on the Universal build of King of Dragon Pass. Due to unforeseeable issues, our artist wasn’t able to complete the work. We’ve arranged for another artist.

Since we sometimes get asked: we are making a Universal build. That is, a single app that will run on iPhone or iPad, and take advantage of the screen size of each. If you already have the app on an iPad, it will be a free update.

(While the game doesn’t fill the screen of the new 3rd generation iPad, that device does use its Retina Display to display text, so the game looks very nice when blown up to 2x.)

We’ll let you know when there’s more progress.

28 November 2011

A Big Game, Visualized

I’ve said before how King of Dragon Pass is a big game. My graphic designer wanted to get a sense of the game flow, so I put together a collection of iPad screen shots. This gives another sense of how big the game is — there are 49 screens here. (This doesn’t include the long game victory, because it doesn’t need additional layout or updated assets.)
This is basically the same number of screens that the iPhone-sized layout uses (there’s an additional annual recap screen, a menu screen, and interactive scenes have different sub-screens).

This is the complexity involved in a port to any platform. Even to iPad, each of these screens needs to have layout. Most of the code is the same between iPad and iPhone, but not entirely.

20 November 2011

Universal Update

Although there are still a few known issues, and none of the iPad-sized assets are final yet, all of the screens have been converted to take advantage of the 1024 x 768 pixel screen. (There are 49 iPad-specific .xib files, which specify layout.)

As I’d hoped, there don’t seem to be any problems with the 480 x 320 pixel version, so I can finally be confident that we can do a Universal version — one build that runs on either iPad or iPhone. Right now it’s about 242 MB (again, we don’t have final artwork so this could change before release).

Although the game art isn’t available at full-screen, we are taking advantage of the iPad screen to showcase that art by not covering it with text. In addition, scrolling choices is much less frequent. Advisors are always visible. And it’s now possible to read the manual from within an interactive scene (as per the screen shot above).

The Universal build has not been through any sort of QA, but I hope to start testing soon.

09 November 2011

iPad Update

Introduction screen (work in progress)
The first pass at doing an iPad build is just to get it running on iPad, making each of the 40 or so screens big. This is not yet complete, but all of the management screens, interactive scenes, and the intro have been converted. It’s kind of cool playing the game and seeing all the artwork, while very rarely needing to scroll.

On the other hand, it’s painfully obvious that we still need new assets, and a lot of attention to layout.

One interesting thing that has come out of this so far: there is one less management screen. The two screens that appear as part of Sacred Time can be combined into one.

I also have a rough estimate for the size: probably about 250 MB. That’s for a universal build that has assets at two sizes. This compares to 104 MB for the current iPhone-sized build.

It’s also less than a number of games I’ve downloaded, such as the special editions of The Secret of Monkey Island and Monkey Island 2. And way less than RAGE HD at 1.21 GB!

That’s a plausible size, and it also doesn’t appear that I’ve broken anything on iPhone. So it seems likely that there will be a universal build. That is, an eventual update that will play in native resolution on iPhone and iPad.

31 October 2011

iPad Plans

A number of people have asked if the iPad build would be Universal — the same app running in native resolution on both iPhone (and iPod touch) and iPad.

We don’t know.

It is absolutely our plan to do that — I’d like people to keep their Game Center achievements, or play on any device. But we’ve also been actually developing for only two days, and it’s early to make promises.

Although there have been only two days of coding, I didn’t even start that until I came up with a design that should work on iPad. There’s no value in simply blowing the existing interface up to fill the larger screen — iPad can already do that. Well sure, you’d have crisper text, but you’d still be scrolling through advisors and text.

And, since we didn’t have a perfect crystal ball in 1997 when we began our art pipeline, the highest resolution available for images is 640 x 480 pixels. There’s no way to fill the iPad screen without introducing some distortion, however kind a good filter might be.

Someone asked if it would be the same UI as the desktop version. Besides the fact that the original crammed in a lot of controls and wasn’t at all touch-friendly, I think we can do a better job presenting information with the extra real estate.

So there will be larger images than the iPhone version, and larger text.

Now that iOS 5 is out, what about iCloud? Wouldn’t it be cool to play a game on your iPad, and play a turn or two on your iPhone while you’re waiting in line at the post office?

Of course it would. But what happens if neither device is online, and you play a few turns on each? There would need to be a way to resolve the conflict. And UI to specify whether to use iCloud at all. This is starting to seem like a lot of work that would actually not be that great a benefit to that many people. I don’t want to delay the project for features that won’t actually let more people play, so there will be no iCloud support.

So there’s still a lot of uncertainty — I don’t know for sure it can be Universal. Likely this depends in part on how large it ends up (it will almost certainly be at least twice as big a download), which I don’t know. And I don’t know how long it will take. (So far none of the approximately 40 screens is really redone.) But I hope that still provides some information as to what’s going on.

Oh, one more thing. If you only have an iPhone or iPod touch, and it’s a much larger Universal build, what’s in it for you? I have at least one new scene (with new artwork) planned, and there will be bug fixes. So hopefully it will be worth the download for everyone.

30 October 2011

Trial Version


A number of people have wondered why there’s no trial version of King of Dragon Pass. After all, we know that our Windows/Mac demo, which ends after one year, helped convince people to buy the full game.

 In fact, we think a trial would be the best way to introduce people to the game. (The casual game industry did a fair amount of testing, and found that sales were best when they offered a 60 minute free trial.)

But, according to the App Store Review Guidelines,
2.9  Apps that are "beta", "demo", "trial", or "test" versions will be rejected
which is pretty definitive.

So we would need to come up with something that is a self-contained game. A common approach is to offer a “Lite” (sic) version with say 10 levels, and a paid version (ideally through in-app purchase) with 100 levels. But King of Dragon Pass is really not this sort of game. What kind of story just stops arbitrarily after one year? Or even ten? Many games would make this more acceptable by having a score, but again, King of Dragon Pass tells a story, not a number.

So far we haven’t come up with any ideas that seem likely to pass App Store review. So we’ve been putting development energy into things like VoiceOver support or an iPad version.

28 October 2011

Happy Birthday, King of Dragon Pass!


The original version of King of Dragon Pass was released to the world on 29 October 1999. On Saturday, it turns twelve years old! That means it can finally play itself, since the version in the iOS App Store is rated 12+.

To celebrate, we’re putting the game on sale for US$5.99 (it’s normally $9.99). This special price is good for one week only, beginning 29 October 2011.

Version 2.0 was already significantly improved from the desktop version. Now we’re making it bigger than ever: we’re creating a build that will take advantage of the iPad screen. With about 40 screens to adapt, this will take a while, and we don’t have a release date.

I’ll be discussing the iPad build in the future, but I want to remind people that the original artwork was scanned at 640 × 480 pixels, which is much smaller than the 768 × 1024 pixel iPad screen. However, we will use the larger (compared to the 480 × 320 pixel iPhone) artwork, and take advantage of the extra screen real estate to reduce scrolling and make items easier to target.