***Important: You must download this presentation to see the lessons.
If you don't download it, then you will just see our screenshots ;-)
Go download it, pal!
We share some lessons we got when developing our apps and games as an indie developer.
Hope you can learn something.
There are useful links as a references too.
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ElagoTech - lessons that we got from the apps and games we developed
1. Elago Tech is an indie game developer team created in December 2011.
The leader of the team is Andre Khrisna.
Finance is Tri Juni Kusumastuti.
Lead programmer is Billy Lukmaryo.
Quality Assurances are Yehosua Krisma and Rohadi Wisnu Murtiono.
We outsource the art job to Imagi Canvas.
Our music composed by David J Franco (www.kidwithkeyboard.com).
Lessons we got when creating the team are:
1. Create the best team possible, search for the best talent possible, and always involve GOD in your searching.
2. Always be generous, positive, and keep the relationship even if you cant be in one team with someone.
2. This is our first app for PC, Mac, and Linux.
Its visual gospel of Matthew.
Embark on a greatest journey as you read and play the game experience what happened in the Gospel of Matthew.
Download it for free here: http://elagotech.com/rejoice.php#.UF2SIrLiYRk
The lesson here is this is a great project with so many difficulties, but we move on and finally its live.
When you face any difficulties in your way making a game, do not surrender.
Encourage yourself that if you have start it then you must finish it.
Way better if you can pray and tell GOD what your situation is. HE surely helps ;-)
3. Our first iOS title was Kougo-KJV (http://itunes.apple.com/us/app/kougo-kjv/id524371440?mt=8), a first bible
app in Japanese and English language with furigana/ruby to make Kanji font easy to read. It has been
downloaded times.
Its free. Download it if you need to learn Japanese via Bible ;-)
For the first time, I think just few people will download this app.
But I was wrong.
There are so many people that need Japanese Bible app with furigana/ruby, because there are no bible apps
on the AppStore have furigana/ruby before.
Wow, this is awesome!
The lesson is we must study our potential users, what they want, what they need, and what can we do to
make their life easier and happier.
4. Our second app was Dual Bible (itunes.apple.com/us/app/dual-bible/id536434082?mt=8), a free cross
language reference bible with 18 languages to choose. All of our apps doesnt need internet connection to
use.
What we learned from this app is people need Bible every day. There are no day without download. This app
always get downloaded.
So, if you make app that fulfill people need, even if you dont do marketing, it will get downloaded.
Imagine if you make usefull apps and do some marketing?
Wont it get so many downloads?
Go make useful apps, pal! ;-)
5. Tower Defense game in iOS will never
be the same again since BattleBox.
You will get unique challenges in each
level. And after you finished one level,
we give you more challenges and
harder enemies in Plus Game.
Feel that the story in late TD games are
boring and not interesting?
Throw away that feelings, we bring you
engaging story with full retina display
graphics in kinetic novel style.
There are Maya, Alex, Dad, and Fio to
accompany you fulfilling all challenges
in every level.
And here comes Editor Mode. The only
mode where you can create, edit, and
play your own level.
Make a custom level, export the code
generated, and share it with your
friends via Facebook so they can play
your level.
Download BattleBox for $2.99 now on
the AppStore >>>
http://itunes.apple.com/app/battlebox/id527855572
6. When we planned this game, we have
decided to develop 3 primary features
of the game, 2 secondary features, and
3 tertiary features.
But later in development, we dropped
down 2 of our primary features and
take 2 of our tertiary features as
subsitutes.
Why we did this?
Because we found out that 2 of our
tertiary features are something that
havent touched by any tower defense
game in iOS.
So this can be our advantages/unique
selling point.
With full humble, if I may suggest you,
plan your Primary Features, Secondary
Features, and Tertiary Features.
You dont need to stick with that
primary one, but adjust it to your
situation and your research result
about what market needs.
One thing to remember for indie
developrs, put your all attention to
bring 3 unique features that bestly
crafted rather than 100 average
features.
Be focus! ;-)
7. Heres some links about Storytelling:
Storytelling without Stories:
http://www.gamasutra.com/view/feature/177765/story
Dialog Junkie:
http://gamesauce.org/news/2011/02/14/dedicated-to-g
A Holistic Approach to Game Dialogue:
http://www.gamasutra.com/view/feature/13256
6/a_holistic_approach_to_game_.php
Stricly Speaking: Character Dialogue:
http://www.writersbeat.com/showthread.php?
t=19523
Try to read this book: Inside Jokes: Using
Humor to Reverse-Engineer the Mind
8. Sometimes we need to know high concepts, so before develop a
game, at least we know what we make.
Dont make a game that have no high concept at all, because
you will waste your time.
Game can be seen as a media to communicate your values,
concept, rules, and morales.
So, go making games that have good impact on gamers, both
hardcore and casual.
Oops, if you hate some high concepts, I found that this article
will help us:
The Four Lenses of Game Making:
http://www.gamasutra.com/view/news/39516/The_four_lenses_o
f_game_making.php
Success for you!