Last month I set a goal: to get my first mobile game on the app store(s) within 30 days. The deadline for this goal was 5 days ago — and I didn’t complete my objective.
Making games is hard. I feel like I have a good-enough understanding of the technical process (or at least, enough confidence to eventually find a solution online). The challenge now is — if I had to narrow it down to one thing — finishing.
I also have confidence in my idea. But after missing my deadline, my motivation has taken a “hit”. On a positive note, I think the direction I’m going in now for my game is much better than it was before. I’ve been researching a lot of game as well and the version I have is more suited for mobile gaming.
Making Money
For several years I’ve had a good income from marketing. But over time, I started to dislike the industry less and that affected my work. The income was still coming in… but I think without the enthusiasm, I wasn’t as effective as I was when I started.
Because of this, and in addition to my clients having “short-term” goals (e.g., launch a product and make money as fast as possible — without thinking about the brand, customers, etc.), the clients I did have… are also struggling.
Long story short, I would like my game to make money. I would love to have a product of my own. This would motivate me to reignite my marketing skills. I know this is the dream for many and I have to remind myself — constantly — to be realistic.
Therefore, I don’t think I’ll “win the lottery” with my first game. Going back to what I said earlier, the goal is to launch a game. From there, I can do many things. Such as:
- Get user feedback
- Build an audience of people who like my games
- Gain experience
- Be in a better position to pitch my work to investors/publishers/devs
- Grow a team (eventually?)
About The Game
That’s a long, but important, intro to my game. I think writing it out helps anyone reading this understand the process is more than coding. It’s about planning, meeting objectives, and staying focused.
As for the game, the current title (that will very likely change) is Village Saviors. The goal is use your resources to take out the enemy village. I’m a little embarrassed to share the following screenshot, because there was so much more involved than what you can see.
But, here it goes.
Let me do my best to summarize the idea:
- Send troops from your village to the enemy village by tapping the screen
- Units travel vertically and attack anything in their way
- The enemy randomly spawns units as well — giving the player a choice to block a unit or attack the village
- Spells, traps, and other buffs are also planned
I’ve recently moved from a timer (survivors game style) to level-based gameplay. I think this makes more sense for mobile as well as the “logic” of saving villages.
When a level is completed, the player is presented upgrades to choose from in a rogue-like style.
The coding for this upgrade system is working very well. For example, here I’ve chosen the “archer” and it’s now an available unit for me to spawn.
Currently, each map will have x number of villages. All villages must be defeated before the player can move onto the next map. There will be a progression system outside of maps that allow you to upgrade and/or add new units your available selection.
Graphics are a time suck (I did them myself). I’ve been using placeholders for now to get the dimensions right. I also had to develop a workflow for creating and adding my art into the game. I would love to hire someone, but I don’t have the budget to do so and I want to actually get the game finished and tested first.
Well…
That’s it for now. Thanks for reading!