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What Went Wrong
Prototyping graphical UI elements.
Even though we did prototype the core game play and the rules of the
city mode, we didn’t pay too much attention on how the actions like
placing the building into the city would work graphically. Our artists
made many of animation frames and sprites but we didn’t test them
before (for example, using Flash) nor did we do any GIF-animations to
see how they would work together on top of the cityscape.
This
cost us too much time as our city mode programmer had to implement the
graphics and iterate the code multiple times before the rest of the
team was happy with the results, and all this time was taken away from
implementing more features into the city mode. In the end we had to
drop many nice-to-have features from the city mode and from the game
flow due to this.
Scheduling. The
project was scheduled as a project where you have a good idea of what
you were doing. This was not the first time Sumea worked on one-button
game mechanics: two years ago we developed a game called Johnny Crash and its sequel, Johnny Crash Does Texas.
Before the production of Tower Bloxx we carefully went through our
internal postmortems of those projects trying to internalize all the
learnings from them.
This worked well, and we managed to dodge the major problems of both Johnny Crashes. But now, looking back, we can say that Johnny Crash
was not the best case to base your planning from a producer’s
perspective, especially because in that case we got the tuning right
fairly quickly.
Tower Bloxx
was an innovative title and still we treated and scheduled it like it
was a sequel or a game where you can have at least a good guess on how
much each task will take. For example, the iteration cycles of tuning
the tower physics were not initially forecasted to be as long as they
ended up being. Another example is that initially we planned the city
mode to be just a graphical high score table, so our estimates were
based on that. When we decided to change it, it put the schedule in
risk, though in the end we did manage to keep the schedule.
Producer was wearing two hats.
In our projects we have a lead designer who is responsible for the
design of the game and a producer who takes care of the whole project.
In this particular project, the same person was the Producer and the
Lead designer, which created some conflicts within the project. As a
designer, you want to tweak the game to perfection, and as a producer
you want to do it as on time/budget as possible.
This
is a healthy tension in any game, but the lines are a bit blurred when
you have the same person making both calls. This can also be very
frustrating to the team, who might come up with a new design solution
and they can’t know which hat the producer/lead designer was wearing
when deciding to drop a feature.
3D version could be better.
Although we did get a 3D version of the game out at the same time and
in a cost-effective manner as we had planned, we only managed to do it
by making it as similar as possible with the 2D one. We had a few other
cool features planned, but implementing those would require time we
ended up not having.
Naming.
One of the hardest things in the mobile landscape when you are working
on unlicensed titles is the name of the title. Our industry has the
smallest advertisement window in the world, meaning that in most cases
the user will buy the game while browsing a WAP page and seeing only a
list of names, without any screenshots or extra information.
So
in many cases the end-user has to make a decision based only on the
name of the game. As a result, the name has to be descriptive and
appealing on its own and also when compared against games with
licenses. This problem gets even worse when you’re trying to come up
with something new – how do you describe a game where you pile floors
up to build towers that you want to place in a city so you can attract
people to it?
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