OK, I submitted my first commercial attempt to the App store a few days ago, still waiting for approval. But in the mean time, I’d like some feedback on the website I put up. (My web skillz are lacking, well mostly the desire to keep mucking with it.) I’ve been using RapidWeaver to set it up. The link is http://www.sargegames.com
Thanks!
57 views and no replies? Either my website is OK or totally sucks.
It’s OK. Personally I’d get rid of the huge amount of empty black space at the bottom of each page though.
–Eric
Yea, I’m not sure why thats there, haven’t figured that out yet. I’m not sure I totally like the all white on black text either.
I think the game has potential, and here’s how to realize that:
The current setting idea is frankly a poor use of such a wonderful physics toy. There aren’t enough NASA geeks in the world to make your game be successful. But the physics are genius. Remodel the game as a driving game where you control some kind of trick-car (remote control or otherwise), exactly the same physics but with different graphics, perhaps larger wheels. Keep the gravity low. Add jumps, loops, nitrous boosts, cliffs, etc. Make the levels basically skateparks. Then add an enormous wall around the whole thing (which I think should be circular, but it’s your level design), so that the ugly edges of the map aren’t showing. Then do some quick code to check for tricks (flipping over, spinning around, jumping off a cliff, etc). Every time the user does a trick reward them with points and other goodies.
And there’s your best seller. Good luck.
Thanks. I was already planning the stunts stuff + a few more physics toys You’re probably right about the setting. BUT, I’ll probably end up getting everything working in SpaceRace, then redoing the graphics and have a 2nd game. My original levels were much larger and you couldn’t see the edges, but when I put them on the iPhone it did weird things with the tile render. The frame rate was high, but for some reason the tiles on the bottom of the screen flashed/updated out of sync. When I reduced the mesh size (same number of polys, just “smaller”) everything ran OK. Maybe within SR I can have a few separate meshes for the terrain and a glass dome (ooh driving on the underside of the dome would be cool) in the mean time.
Hey… just had a quick look at the video… nice work!
One thing I think you might want to look at is the following link…
I am also doing a racing game and encountered the same thing with regarding the navigation arrows
Yea, I’ve seen that, but I think that is a bogus patent since there is prior art for using arrows to point towards a destination for the past 2000 years. For a patent to be valid, the solution has to be non-obvious and I don’t think anyone can claim that a pointing device is a non-obvious solution. The problem is that these days people write software patents to be as vague as possible so that dumb ass patent reviewers will stamp them without understanding the content.