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Developing an Android Phone App?!

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questccg
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Okay so let me explain my thoughts about what it is I am talking about!

Firstly I am NOT developing an iPhone (iOS) Phone App because of the $99/year cost to have your app listed. In addition, Apple takes 30% of the fees your earn for a paid Phone App.

Google Play (Android) ONLY charges $25 a one-time fee which is more feasible than $99/year! Okay now where you (as game designers) come into play...

The idea is to have a PAID App for $9.99 which allows you to choose three (3) out of six (6) classes of Heroes for each game.

Now analytically this is a very SIMPLE Phone App. And the charges may be handled by the App Store and does not require In-App Purchases and all the associated "troubles" with that. It doesn't require a database either... Only the logic to choose and configure three (3) classes of Heroes.

From a distribution process, I could put ALL the classes with the "core" box and then that would be the END of that.

Why make a Phone App??? Would love to design/code something in the Phone App space! And this is as SIMPLE as it gets (for a Phone App).

So do you think it's stupid to design/code this Phone App ... if in reality all it is doing is "digitizing" six (6) cards???!!! And allow for a "dynamic" configuration (and maybe OFFER the "Fighter" as a FREE TO PLAY Hero...)

What are your thoughts on this???

wob
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an app is a fine idea. there

an app is a fine idea. there are lots of digital versions of games as well as a few app integrated games.
but $9.99 seems a bit steep

questccg
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Here's my "thinking"

wob wrote:
...but $9.99 seems a bit steep

What do you think is a good price point???

My hope is to launch an Android version first and then see if there is enough demand to launch an iOS version at a later time... (Due to the fees/cost structure).

It's a one-time purchase, not re-occurring revenue (like a subscription).

Perhaps if it was a subscription, it might be more appropriate like $0.99 per month and an annual fee like $9.99 (where you get 2 FREE months).

That's why I was thinking about $9.99 ... Because it's less than $1 USD per month considering you get 2 months FREE. And you ONLY pay the fee once... in a Pay-to-Own version (non subscription).

First of all "subscriptions" are a pain to manage, opt-in/opt-out, etc. And secondly my goal would be to recover $9.99... Because the iOS store charges $99/year for listing the Phone App.

Any additional thoughts???

larienna
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Quote:Firstly I am NOT

Quote:
Firstly I am NOT developing an iPhone (iOS) Phone App because of the $99/year cost to have your app listed. In addition, Apple takes 30% of the fees your earn for a paid Phone App.

It's 100$ per year, I thought it was a 1 time payment to get your key. Still, even if more expansive, apparently the level of sales are higher because people expect to pay for their apps compared to android users which expect them to be free.

Quote:
Google Play (Android) ONLY charges $25 a one-time fee which is more feasible than $99/year!

I did not know there was a fee with google, still a $25 dollars one time fee is very managable. Even 25$ per app would still be managable.

Quote:
It doesn't require a database either...

Still, if you need an SQLite database, I strongly recommend SQlite4java which is cross platform Linux, Windows, MAcos, Android.

Quote:
Only the logic to choose and configure three (3) classes of Heroes.

I have problem understanding the content of the app. Is it a stand alone game, is it a sidekick for a board game?

If it's a stand alone game, what kind of game is it: Card game, platformer, strategy, etc.

Quote:
And secondly my goal would be to recover $9.99... Because the iOS store charges $99/year for listing the Phone App

10$ for an app is huge. If you look at many solid board games, like eldersign, Sanjuan, Star realms, it's more around 5$, but you do get a lot of contents.

If you are making something small and simple, aim for 2-3$. 1$ is sometimes too low, and have problem just paying the transaction fees. When selling apps, it's the volume of sales that should bring you money. The entire world is your client, so you can potentially sell much more copies, but at a lower price.

Quote:
Any additional thoughts???

I recommend LibGDX that is multiplatform Desktop, Android, IOS, WebGL. There is the Scene2D engine which makes it easy to develop if you are familiar with Object oriented programming in Java. Scene2DUI allow the creation of user interface like windows (buttons and text fields) and it is skinnable.

The pain is to setup your android development environment, you need Eclipse or IntelliJ. I recommend IntelliJ. Last time I setup a project with android support it took me almost a day to make it work as you need to download google API and a couple of stuff to configure. Even if LibGDX comes with a magical installer that should setup your gradle projects for you, there is still a lot of work to do after that.

I strongly recommend to have an android device to make some tests once a while on the device. I have a old phone for making those tests (Samsung galaxy s3), you just have to activate the development mode, exchange an encryption key and you are good to go.

IMPORTANT: Note that for Ios development, you ABSOLUTELY NEED an computer with MAcOS and an IOS device. If you do not have such devices, you will have to purchase thoses. So that can increase you spendings. Also consider that Apple device becomes obsolete fast, so you have to repurchase those devices constantly.

I have not released and Adroid App yet, but I read and worked a bit with LibGDX. So if you have some questions, or if you want some good readings, let me know. I can orient you in the right direction.

questccg
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After some thought...

I have decided NOT to create an Android Phone App for "Quest AC2".

The main reason is because I can do it with a "static" card added to a booster. In other words all I need to do is ADD ONE (1) extra card to each booster (so the total would be 13 cards) and make that "Hero" card a "RANDOM" insert which means there is "sort of" a collectible aspect... Not really what is important TBH.

What IS important is that Quests are bought PER BOOSTER. So if you want to add Quest #? to your collection, all you do is BUY that booster and you get all of the Quest Fragments and ONE (1) RANDOM "Hero" card for that Quest.

This is going to be much easier to manage and less likely to be problematic when you would need to charge your phone, etc. It was overkill for just a few "Hero" cards.

questccg
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A response to your questions

larienna wrote:
Quote:
Only the logic to choose and configure three (3) classes of Heroes.

I have problem understanding the content of the app. Is it a stand alone game, is it a sidekick for a board game?

If it's a stand alone game, what kind of game is it: Card game, platformer, strategy, etc.

No it is none of those. It's not a GAME, but a "Player's Aid" (or was to be). Basically the idea would be to have ONE (1) CARD on the Cell Phone that you place next to the "resource" board. Like this:

Instead of having the "Hero" card, I was going to have players put their Cell Phone there! And it could track all the evolution of the "Hero" during the game. BUT I realized that EVEN if my "Heroes" had different stats, they are STATIC... And not dependent on experience and leveling up. So that's why, for now, I will not use this idea.

But believe me, the minute that I find a game that CAN use this idea... I will use it. It's just not a good-fit right now with Quest AC2.

Cheers!

larienna
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Hmm! interesting, have your

Hmm! interesting, have your phone act as a single card. That could actually replace labels on cards.

It reminds me of "Shadowrun Cross fire", and "castle assaults" where stickers were put on a card to Upgrade a character, but that modification now becomes permanent as the stickers cannot be removed.

If you use a phone, you can reconfigure your "Stickers" any way you like. So there is no game components permanently modified. And of course, no need for stickers.

questccg
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Yeah you understood...

Ideally I'd like to use the concept where there is "XP" (Experience) and "Leveling-up" is also part of the game. Like if you create your character (similar to RPGs) and as you gain experience, you can change the stats because the device is not "permanent" or "static" like a card.

But yeah, Stickers, Modifying Stats, Unlocking Abilities, etc.

All that good stuff that RPGs have that a card or board game may find difficult to do. Including things like "housekeeping" too or tracking the score through-out a game.

Again all interesting avenues ... but no game for them ATM.

Note: The goal would be to achieve an RPG-Feel with MUCH "flexibility". This way you could dynamically "alter" the character in some way which requires "Housekeeping". Maybe just MODIFYING an ability. Like changing a value or the odds (if it involves dice) or a modifier (like roll +2 becomes roll +3), things like that which would allow the "dynamic" card to EVOLVE without massive player boards and components to go along with them.

Believe it or not, wooden cubes are EXPENSIVE if you need like a 100 or more of them. Not cheap at all!

So yeah, that ONE (1) Card on a SmartPhone (Android probably) will be done whenever I have some time and can figure out when/where to use it!

Mosker
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Appreciations (and context) re: recommendations (+ a Gabe one)

[EDIT: Gabe has a podcast with the designers of Star Realms, in which they discuss the app. Well worth a listen. ]

Quote:

Still, if you need an SQLite database, I strongly recommend SQlite4java which is cross platform Linux, Windows, MAcos, Android.

I have problem understanding the content of the app. Is it a stand alone game, is it a sidekick for a board game?

If it's a stand alone game, what kind of game is it: Card game, platformer, strategy, etc.

10$ for an app is huge. If you look at many solid board games, like eldersign, Sanjuan, Star realms, it's more around 5$, but you do get a lot of contents.

If you are making something small and simple, aim for 2-3$. 1$ is sometimes too low, and have problem just paying the transaction fees. When selling apps, it's the volume of sales that should bring you money. The entire world is your client, so you can potentially sell much more copies, but at a lower price.

I recommend LibGDX that is multiplatform Desktop, Android, IOS, WebGL. There is the Scene2D engine which makes it easy to develop if you are familiar with Object oriented programming in Java. Scene2DUI allow the creation of user interface like windows (buttons and text fields) and it is skinnable.

The pain is to setup your android development environment, you need Eclipse or IntelliJ. I recommend IntelliJ. Last time I setup a project with android support it took me almost a day to make it work as you need to download google API and a couple of stuff to configure. Even if LibGDX comes with a magical installer that should setup your gradle projects for you, there is still a lot of work to do after that.

I strongly recommend to have an android device to make some tests once a while on the device. I have a old phone for making those tests (Samsung galaxy s3), you just have to activate the development mode, exchange an encryption key and you are good to go.

IMPORTANT: Note that for Ios development, you ABSOLUTELY NEED an computer with MAcOS and an IOS device. If you do not have such devices, you will have to purchase thoses. So that can increase you spendings. Also consider that Apple device becomes obsolete fast, so you have to repurchase those devices constantly.

I have not released and Adroid App yet, but I read and worked a bit with LibGDX. So if you have some questions, or if you want some good readings, let me know. I can orient you in the right direction.

Larienna--
Your recommendations are noted and appreciated, and I would love to know what you suggest for learning LibGDX.

Quick background: I am developing an app version of Rolling for Bunnies concurrently with the tabletop game. They will be different (that will be a discussion for another place, series of articles discussing what I've learned), but the tentative plan is to charge $3.99 for the app and anyone who buys a physical copy of the game gets a keycode. The nature of this specific project (all proceeds going to a non-profit) makes it different enough from what the rest of you are doing not to clutter up the forum with details.

That said, I am doing the early versions in Unity knowing that I may need to scrap it all and rewrite on a different platform. That's o.k.--it's been almost two decades since I coded full time and what atrophied the most was my ability to learn quickly, so I went with something a bit more mature and with physical books to consult. Once a few more layers of rust are gone, I also plan to explore Godot and now LibGDX (part of the reason I chose Unity was C# was close to Java, which I was most proficient in.)

SQlite4Java: Noted. Thank you.

Pax and hops,
David

questccg
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Player boards are nothing "new"...

[ *** Condensed because visible in preview above *** ]

The interesting thing is that let's say you have NINE (9) "Red" for the "Fighter", when you SWAP "Heroes" that nine (9) which was "Red" now becomes "Blue" for the "Cleric" class!

So playing a 3 Heroes Party is interesting because you can vary the Heroes and impact your "resources" differently... This game is really THE ULTIMATE Engine Builder. Again NOT "Deck Builder" (TradeWorlds has that covered), I want to design categories of games and expand my repertoire of mechanics used in the various games that I design.

This Engine Builder will require 50+ Victory Points (VPs) and 50+ Resource Points (RPs) to WIN the game.

Using your Heroes/Characters, you can maximize the resources at your disposal to pull off the "Ultimate Engine Move" that just CASCADES and blows your score out of the water!

pelle
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I could see a free helper app

I could see a free helper app to work for bringing some more buyers to the physical game. Or a very good paid app like what Star Realms has that brings new fun things to the game (single-player campaigns and remote multi-player).

Currently using Godot to prototype a solitaire boardgame. Works great. Nice built-in scripting language. I do not miss Java (or any language like it) one bit (use it at work and have used it much at work for the last 20 years).

ceethreepio
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Unless Google have changed something recently...

Unless Google have changed something recently then they also take 30% of paid-for apps, just like Apple.

The $99 a year thing Apple charge is basically for the SSL certificate to sign your apps. Beyond that it merely acts to limit the flow of apps on to the store to manageable levels.

Given the 30% charge both the platform holders take, I'd suggest increasing the boardgame cost by the cost of the App and make the App free. I believe several other companies do this, such as Fantasy Flight, e.g. Mansions of Madness ...

If you want to make it pay for, I'd suggest that either it was either a complete version of the physical board game inside the app (quite expensive to do well I would imagine), or as an awesome, non-essential upgrade to the existing board game. But it would need to be quite an upgrade to command a $10 fee (which seems silly but that's the mentality of the cost of apps these days).

larienna
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Mosker: LIBGDX is free

Mosker: LIBGDX is free compared to Unity that is a paid software.

I am not familiar with C#, I hate C++, I love plain C. I know C# added a garbage collector so it should be similar to Java.

One of the book I have is:

Lee Stemkoski.- Java Game Development with LibGDX.- second edition.- Apress.-ISBN 9781484233238.

I does not talk about Android development, it only focus on Desktop development using Scene2D. It has different type of game projects, so this is why I recommend this book, it's an easy entry point for a variety of games.

For my part, I am prefer Entity-Component-System programming with Ashley and LibGDX as I hate object oriented programming. But that means I cannot use Scene2D in that case.

Right now am am only working on a terminal based strategy game engine. No LibGDX for me right now.

questccg
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More to think about!

ceethreepio wrote:
Given the 30% charge both the platform holders take, I'd suggest increasing the boardgame cost by the cost of the App and make the App free. I believe several other companies do this, such as Fantasy Flight, e.g. Mansions of Madness ...

The thing is that I want to make the "management" of the Phone App as EASY as possible. Making it FREE to download for people who "bought" the game is not an easy task. However charging $9.99 or $6.99 for it, would probably deter most people from downloading the app. However there is another option and that is to offer a FREE version with limited capabilities and a PREMIUM version which allows you to "unlock" certain abilities.

Specifically I was thinking "Multiple Classes" in the PREMIUM version.

let-off studios
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App Scam Potential

Full disclosure: Personally, I don't own a smartphone, and I don't want to own one. However, I play videogames as well as tabletop games, and I consider myself a bargain shopper in these arenas. This is all just my opinion, and not scholarly nor exceedingly researched, so Your Mileage May Vary.

///

What does the app allow me to do that I can't do with the base game itself?

Is the app the only way the player can help themselves to this added value? What are their alternatives? Does your target audience regularly use apps for their games?

Is using the app worth laying down my hard-earned cash, in the face of any existing alternatives?

If there is something valuable, exceedingly convenient, or somehow useful to the app beyond doing math for you, then I would suggest you amp whatever that is that up to 11 if you plan on charging money for it.

However if there's no value add, then the $10 price is a poor idea. Further, a subscription would seem to be in insult to your player base, and I predict it would barely ever be purchased after word is out on BGG about how much a waste of money it is.

questccg
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After some careful analysis

I MAY use this idea for "SpellMasters". One of the ideas is to use WORDS to cast spells and the game is also about "Spelling" too! But I had one major problem with WORDS:

If I used a rulebook format, like something from D&D... You would just be able to look-up any "SPELL" and use it. That's the REAL problem.

I wanted something in which I could UNLOCK spells as you "discover" them...

Having an APP with an "JSON file" for data could be CLEVER in that you could populate the file with all kinds of words and they would become revealed as you would PLAY the game.

So I may have a NEED for this kind of Phone App. Without it, there is no way to "Keep Secret" the various SPELLS that would be available to each class of Wizard unless just revealing all to any given player.

Definitely a GOOD idea... In this context, imho.

Note #1: In this particular context, it plays a purpose and "drives" the game. It's NOT a "game", it's not ONLY a "player's aid"... it's actually a "necessary part" of the game required by players to actually PLAY the game.

Note #2: I, personally, DISLIKE anything that is "subscription" based. In so far, why would a create a Phone App that works on a subscription basis??? I'd rather allow the gamers to BUY the Phone App for $9.99 or $10.99 and you have the app for the lifetime of your phone.

Granted if your phone becomes OLD, you may need to re-purchase the Phone App ... or you'd give your old Smart Phone a "real purpose": eg. I use this phone to play "SpellMasters"!

Anyways you guys probably understand where I am coming from. Subscription software sucks... It is meant for you to "over-consume" the price of the software and profit from the people who want to use it.

As such, I'm not a fan of it... And should not fall into the category of "Let's make a Subscription-based Smart Phone App..."

let-off studios
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Integration Obsolesence

questccg wrote:
Note #1: In this particular context, it plays a purpose and "drives" the game. It's NOT a "game", it's not ONLY a "player's aid"... it's actually a "necessary part" of the game required by players to actually PLAY the game.
In this case, I'd suggest you consider an app-only version of the game. The pull doesn't seem strong enough to invest first in a physical product, and then in a piece of software that relies on a completely different physical product to use.

questccg
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Some additional "thoughts"

Just wanted to ADD that WITHOUT a "Smart Phone" and the App ... MAYBE this game would not be able to EXIST. And the App doesn't need to be a "GAME" either... Let me explain:

See the problem with a Phone "GAME" is you need to code and program ALL the logic that goes with the game. That is tedious, requires a LOT of effort and creates a digital version of something that could exist as a pure "TableTop" game.

In my particular case I can have an Ability: "All players lose -2 Victory Points"... And that's ALL I NEED to "present" to the player. And then he INTERPRETS the ability and does it IRL. I don't need to write rules about HOW to use this ability and programmatically it's not so complicated.

All I have to do is PRESENT the ability in written form. And then the player can EXECUTE this while playing the "TableTop" game itself.

You can have a very dumb Phone App but that presents very COMPLEXE abilities which can be easily UNDERSTOOD by the player. And in turn, this requires relatively LOW difficulty in "coding the app".

This is all NEW for me... So I will explore further and see what can be possible from such a Smart Phone App.

Cheers!

questccg
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Night and Day!

let-off studios wrote:
In this case, I'd suggest you consider an app-only version of the game.

As a developer, I fully understand the "COMPLEXITY" of coding ALL the rules and components required to have a FULL DIGITAL ONLY "experience". That software is a b!tch to code. Plus it's very DIFFICULT to introduce new types of "abilities" which behave differently that are ALL UNDERSTOOD by the software and its components.

In my previous post, I gave a simple example. I'll re-iterate it here:

All players lose 2 Victory Points

PRESENTING A SIMPLE statement like this is easy. All you need to do is DISPLAY it and the player may take action and tell each player they need to subtract 2 Victory Points from their score tracks (which are player mats tracking the progress physically). SIMPLE.

BUT if I had to code a DIGITAL app to understand this, it would be a complete NIGHTMARE! Why? Well first of all the APP would need to understand the RULE: "All players lose 2 Victory Points". To start, all "Score Tracking" would need to be DIGITAL. And then the app would need to distinguish "ALL" versus "Selected Player" and then I would need to ADJUST the "score" for EACH digital Score Tracker. First of all... For this to happen, EVERYTHING has to happen on ONE (1) SmartPhone. Secondly everything for the "scores" needs to be DIGITAL ASSETS and coded to understand PLUS, MINUS "Victory Points".

This is a FREAKEN DISASTER! And why I never got involved in Software Game Development. It requires a very complexe MODEL, a DATABASE which is relatively flexible, and you need to MANAGE all the objects in the code.

This compare to DISPLAYING: "All players lose 2 Victory Points". Is a piece of cake. All you need if to track which "Spells" have been unlocked (some minor housekeeping) and let the players focus on the GAME ITSELF.

The difference is NIGHT and DAY. I'm not interested in the challenge of coding a digital game. All I want is ways to solve a problem and present it in a way that is not entirely possible from a TableTop experience.

Perhaps this illustrates the difference between both. Cheers!

let-off studios
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Apps, Tabletop, Etc.

questccg wrote:
I'm not interested in the challenge of coding a digital game. All I want is ways to solve a problem and present it in a way that is not entirely possible from a TableTop experience.
It still sounds to me like you're setting up a number of hurdles a potential purchaser of the game has to overcome in order to play. I don't think the way you're addressing it is the most effective solution to your problem.

That's my point, I suppose. We can agree to disagree, and of course it's ultimately your decision. There are many paths up the mountain, so to speak, and in this case you're the captain of the ship. :)

questccg
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Take the BASIC "dilemma" and see if you can solve it...

The "core" problem is HIDING the "Spells" from the players. HOW do you have a way to "control" what players CAN and CANNOT SEE?! So maybe you could have a rulebook like Dungeon & Dragons in which you have a listing of spells but each on has LIKE "LOTTO TICKETS" silver coating to hide the nature of how to invoke the spell...

But who is to STOP a player from simply SCRATCHING away all the silver coating??? No one.

With a Smart Phone App, as a "player's aid", you can keep that information locked away in the App. It unlocks as player play the game and gain experience... Sure there is no way to prevent some players from "grinding" their way to learn all the spells... Nothing is perfect.

But a weeks worth of effort versus a couple of second to scratch everything away... Is a very BIG difference indeed!

I'm open to hearing other ways in which you can keep this information SECRET until the right time. Plus if the Phone App is randomized, that makes if even HARDER to obtain a full list of all the spells because they don't necessarily occur in the same order!

In any event, if you read through this... You'll start to understand the difference in complexity with what I want to code and coding a full blown Smart Phone Game.

questccg
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Displaying vs. Interpretation

That's the KEY difference:

1. My Smart Phone App will ONLY "display" the abilities.

2. The App will NOT "interpret" the abilities...

It's a SIMPLE and dumb App ... However it serves a purpose: it acts like a safety box or vault in which all the spells are locked away until the player gains sufficient experience to LEARN the spell.

The process of "learning", "mastering" will all be done by the players. But the basic CATALOGING will be done by the App.

It will take HUMAN brains to decipher and interpret the abilities. As such the abilities themselves can be VERY COMPLEXE. However, from a coding and software development effort ... such an App is relatively SIMPLE to code. Yeah it's not "Hello World!" ... But still having a randomizer, maintain a JSON data file, tracking experience, etc. are not too complicated to do in most programming languages.

Anyways it would take ANOTHER Developer or Engineer to explain the nature of the difficulties and how much simpler the "Player's Aid" would be.

larienna
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If you see a physical game,

If you sell a physical game, then the app works like a sidekick and therefore it should be free. It does not cost anything to release a free game besides the setup cost of 25$.

I just bought "One Deck Dungeon" for 5.49$ and it's a complete full game. People won't pay that much for a sidekick. In fact, I don't think they will pay anything at all.

Making the cell phone optional is also recommended. For example, you have a couple of fixed characters that comes with the game. But if you want to design your own character, you can use the app. This way the app is not mandatory as the game already supply characters.

Same thing for games with sticker. You could supply stickers, but if people don't want to use them, they could use their cell phone.

pelle
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"The thing is that I want to

"The thing is that I want to make the "management" of the Phone App as EASY as possible. Making it FREE to download for people who "bought" the game is not an easy task."

It is easy. You just make it free for everyone. What do you have to lose if someone that did not buy your game installs the free app? The only possible side-effect I can imagine would be that they play around with it for a bit and realise that it looks like a fun game and decides to buy it. More realistically no one is ever going to think of installing it anyway (considering how difficult it is to find players for free games that developers want to find players for).

"it's very DIFFICULT to introduce new types of "abilities" which behave differently that are ALL UNDERSTOOD by the software and its components."

That is difficult, but not as difficult as you (repeatedly, in this thread) are claiming. Encoding game effects in text to display to players is a feature of many, many game engines. I am too lazy to link right now, but you could have a look at my gamebookformat project (or my older DIY Ambush! project) for instance to get some ideas. In another (unpublished) game project we kind of did the reverse with defining game effects for the app to understand and also making sure they could expand to English (except for favlor text with no real meaning to the game).

Obviously if you are making a hybrid game there would be no point to have the app track EVERYTHING anyway, as that would make the physical components absolutely useless. Just displaying text that the app do not understand might be the best thing to do for many games. But if there is something that the app could track it would, that would not be annoying to keep in sync with the physical components, it probably should, or players will be annoyed that they have to do work that the stupid app could easily do.

"who is to STOP a player from simply SCRATCHING away all the silver coating??? No one."

Well, why would you? If someone wants to ruin their game experience, let them? Some of the most popular games on bgg are legacy games that come with sealed components, and obviously do just fine even if players can easily spoil the games by looking at everything in advance? And how are you going to protect the data in the app anyway? And even if you do, if the game becomes popular enough someone is going to post spoilers somewhere.

(I would still prefer the app to be optional. Not going to buy a game that will expire as soon as some app expires, and apps will expire.)

Jay103
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I realize I'm very late to

I realize I'm very late to this, but just two quick points..

1) People who would drop $59 for a board game would still think twice about paying $1.99 for an app game. It's just the way the mindset is.

2) If I understand this correctly, people with iPhones would be completely unable to play your game, if you didn't include the extra hero card with the boosters? Because that would be a serious error.

larienna
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Quote: The only possible

Quote:

The only possible side-effect I can imagine would be that they play around with it for a bit and realise that it looks like a fun game and decides to buy it

This is want I did with mansion of madness. Allow a form of cheat play, but it gives me an idea of the game mechanics.

Quote:

it's very DIFFICULT to introduce new types of "abilities" which behave differently that are ALL UNDERSTOOD by the software and its components

Generally, it require scripting or manual coding. But from what you described in your idea, the rules are not applied by the app, but by the players. You basically wanted your app to be a digital card that can be modified at will. But it does not handle the rules for you.

Of course, the app should be optional. Or even allow players to custom print their own card, if they cannot use an app. Just supply the templates.

pelle
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"People who would drop $59

"People who would drop $59 for a board game would still think twice about paying $1.99 for an app game. It's just the way the mindset is."

Well, the board game is mine for real and can be played (and/or re-sold) at any time. The app, like a PC game bought on Steam or similar, is more like a rental that I can play for as long as the publisher wants me to be able to play it. Can stop working tomorrow or when I upgrade to a new phone or a year from now without warning. No way I am going to pay more than a few $s at most for renting something with a really lousy rental agreement like that. (In this case it is a bit silly for anyone to be expected to pay at all if they have to buy the physical game anyway.)

Jay103
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pelle wrote:"People who would

pelle wrote:
"People who would drop $59 for a board game would still think twice about paying $1.99 for an app game. It's just the way the mindset is."

Well, the board game is mine for real and can be played (and/or re-sold) at any time. The app, like a PC game bought on Steam or similar, is more like a rental that I can play for as long as the publisher wants me to be able to play it. Can stop working tomorrow or when I upgrade to a new phone or a year from now without warning. No way I am going to pay more than a few $s at most for renting something with a really lousy rental agreement like that. (In this case it is a bit silly for anyone to be expected to pay at all if they have to buy the physical game anyway.)


Oh I know.. I'm one of those people myself :) I was just making the point that I might buy a game, but I might NOT buy that game if it also involved a pay app. (And I certainly wouldn't buy it if it didn't work on my iPhone..)

questccg
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Just to be clear ...

If you WANT to play "Candy Crush Saga" ... You need to go out and BUY an iPhone. As far as my last experience reminds me, that game is unavailable from the Android Store. Oh course, by now there may be "knock-offs" that have been designed for Android Phones (See Update below).

I agree $1.99 for the App/Game/Tool is not too bad. The idea is to PAY for the development of the App/Game/Tool outside of the costs it takes to make the physical board game elements.

As far as seeing it as a "rental"... Well you have it on your PHONE. In an Android world, the game can remain in the Google Play Store for years and it doesn't affect the Developer. In the Apple Store, each YEAR you need to pay a registry fee of $99. So if I'm not making $0.00, I am assuming the costs to make that App/Game/Tool available and it would cut into my profits.

That's why for pure "economics", I would CHARGE for the App/Game/Tool.

And IF you get a NEW phone, you can give the older one to the kids so that they can PLAY the game without worrying about no cell service. All it is is a App/Game/Tool that works ONLINE and OFFLINE too. So your old phone has been given a purpose in life.

I'd imagine IF you got a NEW phone, you could also download the App/Game/Tool if you wished to do so. Like I said on the Android store, the fee is a one-time fee ($25). I don't see the problem of selling it at only $1.99 from the Android Store. The idea was to "offset" the cost of developing the App/Game/Tool in the first place.

It could MAYBE simply be "more expensive" on the Apple Store. Something like $2.99 considering that the fees are HIGHER, I can reasonably assume that the prices for apps are also more costly. I didn't want to under-serve the iPhone community. It's just a question of not having the equipment to conduct tests to ensure that a "cross-platform" tool would also work on the iPhone.

And I have ideas for WHEN such an App/Game/Tool would be required. In another design of mine (not for Quest AC2). But essentially, I understand the reluctance to "integrate" several "platforms" (Physical and Electronic) ... but the phone can do some heavy lifting when it comes to tracking "Experience", unlocking "New Abilities", and "Leveling Up".

So there are definitely "pros" and "cons" of developing such a game with these kind of requirements.

Update: Well it seems like Candy Crush Saga is now AVAILABLE for Android phones. And now there are a TON of options. So I guess with time, that game was ported from iPhone to Android. In addition to all the OTHER games offered by that Developer.

Jay103
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Not sure you got my point..

Not sure you got my point.. ANY cost on an app will be a barrier to entry for it.

And again, if this is a required app, then as an iPhone owner, I'd simply skip your game entirely.

larienna
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I might be wrong but I don't

I might be wrong but I don't know any app assisted board games have have a paid app.

Does people have any titles in mind of an paid app to assist a paid board game?

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