So, over the past 6 or so weeks I’ve developed a great (imho), simple, kind-of crappy (not buggy, just so simple that it isn’t amazingly feature-rich), but really fun little mobile game, which I was using as a simple project to teach myself about game development, from idea to publishing. The Unity community has been amazingly supportive and helpful the few times I’ve had to ask questions, and equally as helpful via threads and answers I’ve found by searching. I’ve tested the game on multiple devices, worked out all of the bugs that I or my few testers have found, and I’m really happy with where it’s at. However, having reached this point, I’ve suddenly hit a wall where there is WAY less documentation on what to do next. Every single game creation guide I can find ends once the game itself is fully functional, and doesn’t go on to the “second half” of game development. So, I’m reaching out to those of you who have been here before, and asking: what now? I really apologize for how general my questions are, but given the nature of my confusion, I have difficulty getting any more specific.
First, what’s the deal with intellectual property, publishing procedures, etc? I don’t want anyone stealing my game design (I know that there is only so far I can go to protect my IP, but I want to do as much as I can), but I’m not sure what I want to trademark or copyright, or anything like that. How much legal protection, if any, do I get simply by publishing a game? What process do I go through to publish a game, turning it from a working prototype to a page on the play store or app store? Are there any costs associated with publishing a game in the play store and the app store? Are there any major problems I might encounter with publishing to both Android and iOS? If I have a company registered in my state, can I publish the game under that company name, or do I need to do something special to account for the fact that the game might be downloaded all over the place?
Secondly, what about monetization and promotion? I have my strategies picked out but I’m unsure how to implement them.
I want to put in some very light Facebook and Twitter integration - specifically, just a script that allows the player to post their score to a facebook or twitter update, with a link to the game in the app store. I’ve downloaded the facebook SDK for Unity and fiddled with it, but I’ve found very little documentation, and have no idea where to start with twitter. I don’t even have a twitter, so I’m entirely lost there.
I’d like interstitial ads in my game when the player launches the app and when the game restarts. I want a $0.99 upgrade button that will make an in-app purchase and shut off these ads. I have NO IDEA where to start here, what ad networks to look at or how to compare ad networks, how to integrate them with the game. I’m not saying I haven’t read thread after thread about ad networks and eCPM and whatnot, I guess I just have no idea where to START because there is so much out there. I definitely don’t want to entirely re-do the ad process for iOS and Android, so something that allows me to easily integrate ads for both platforms would be, I suppose, an ideal starting point.
Finally, in an ideal world, I’d really like to advertise my game. However, I don’t know how to do this, or if this is cost effective. Perhaps I should rely on game reviews, facebook/twitter posts and general word of mouth to drive downloads. Again, my game is simple, it’s just designed to be a quick, fun little game that people might play to pass the time while waiting in line at the post office. I’m certainly not willing, or able, to spend thousands upon thousands of dollars for some ad time. Has anyone else faced this kind of problem, and do you have any advice?
Thanks so much! I don’t honestly know if this is the right forum for this, but since I have so many varied and general questions, I think gossip is the best place.
Also, I will do my best to update this post with any applicable links, advice, etc for those who hopefully come along this thread in a similar pickle to what I’m in right now.