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Reed's Mine (Android)

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Nekoyoubi:
I've written and posted to my site a bit about the development of my new Android game, Reed's Mine, but I wanted to mention it here as well as it is a full mobile game developed almost exclusively created with PlayMaker.

Aside from (currently) a custom action for creating and loading the levels of the game, everything else is comprised of PlayMaker object FSMs.

While I don't really feel like this game stretched my capability with PlayMaker any farther, it is almost entirely composed of PlayMaker actions, it's on Android, and it's publicly released. For the combination of those reasons, I felt it should get a mention here.

Here's a link to the page for Reed's Mine on the Android Market.

Here's a link to my Weekend update... post on my site where I discussed it.

Please let me know what you think!

jeanfabre:
Hi,

 Link to android market page not working. Odd.

 Bye,

 Jean

tobbeo:
I bought it to support a fellow Playmaker's efforts, but you realize this yourself I hope that this barely constitutes as a game! :) I don't mean to be mean or anything, but you don't get any points, there's no challenge. I feel no incentive to mine. It's a little tech demo with crude sprites! I personally wouldn't have posted it on the market before there's at least some basic incentives to mine and collect.

I hope you can develop it into a fully fledged game, and at least you are being honest in your description of the app in the Android description. Wish you the best of luck in developing it further! I look forward to seeing what it evolves into.

Nekoyoubi:
jeanfabre,

Apologies. I'm not sure why the link wasn't working, but I have re-posted and it appears to be working now. ;)


tobbeo,

I'm sorry that you feel that way. I wish that you hadn't bought it with those feelings of it. Please understand that while I'm not a full-time game developer, I do what I can in the time that I have. Knowing that I am not a graphics-guy, that I needed something simple, and that I had no idea what Unity would even do to the typical Andy device, I opted out of the original graphics that I had made in order to use some much lower resolution sprites. Sorry if a retro-style is "crude" for you, but again, I do it all myself, and I never claimed to be a pixel-art guru.

As for incentives to mine, I'm sorry that you feel no interest or compulsion, but that is not necessarily the general opinion. I know my wife felt the need to show me how many diamonds she found yesterday even knowing that I had been staring at the thing practically non-stop for a week. I personally like to run it to see what kinds of random formations of resources I can see, but most people I've talked to about it seem to just like to watch the numbers go up.

Yes, I will wholeheartedly admit that it needs a lot more feature and polish, but I also have said since the beginning that that would be the case, and that I would rather release early and update often than let another project get lost in perfection. To that end, it's only been a few days and I've released three versions, so I think I'm living up to my end.

If you don't agree with when I released it, I apologize (and can refund the few cents I get after Google takes their 30% for your purchase), but I am happy that I did, and would do it the same again. I am a corporate software developer who's work means next to nothing to anyone, and I'm trying desperately to become a game developer full time, but I can't do that while waiting on perfection on a $0 budget.

Thanks for your honesty, though.

jeanfabre:
Hi,

 I genuinely think Tobbeo doesn't want to be rude or mean to offense. Reading this thread reminds me of my own experience and you need to turn critics into 100% positive outcome ( you seem to do that anyway :) ). I would actually be incline to say that Tobbeo is giving you a treat by giving you his point of view. It shows care, people who don't care, simply don't bother expressing their feelings. When I builded my excavator demo  (http://www.fabrejean.net/projects/excavator/ ), everyone around was very skeptical ( to be fair, laughing at me saying "Yeah right, you are going to get clients interested in your pointless demo that do nothing but just amuse you and the two fellows that watch bob the builder at the age of 40..."). Turns out this excavator simulation has attracted in more client and serious projects than in my last 10 years as virtual 3d freelancer !!!

 so, yes, we all need to work more and can't really settle if we want to achieve our goals.

In your case, you should not settle for a no "quest" game. Work out something, I am of no help in this, I am a unity developer... not a game developer. This is maybe where the catch is: developing a game is not just being able to build the interactivity, the visuals, and overcome all the technical challenges, it's also about suprising the player, giving home a sense of achievement after having played your game. This is the hardest part actually.

Your game visually reminds me of "Roland in time" that I played until I feinted when I was young (http://www.youtube.com/watch?v=ZrjBV-xGyKU). Analyze why it was such a great and fun "pointless" game to play and apply this to your game, and we will ask for more levels :)

Bye,

 Jean

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