Gottschalk Technologies, Inc.
Life is Work - Work is Play - Play is Life
  • Email: info@gottschalktechnologies.com
  • Phone: 206-618-5682
  • Location: Seattle Washington

August 24, 2010

A Quick Look at Survey Results

Since launching our first iPhone app back in March of 2009 we’ve been collecting survey responses for all of the apps we’ve published.  Although we’ve been following the survey results and using them to guide the development of the apps we haven’t gotten around to writing much about what we’re learning.  Here are some quick thoughts and reflections.

The first thing that jumps out in the results is that you can’t make everyone happy.  In the responses for Hangman GTi Free a close to equal number of respondents said that “the words are too easy” as those that said “it’s too hard!”  Based on that we think we might have hit the right balance.

The second lesson learned is that people want to play games like this with their friends and family.  One of the questions we’ve asked on both the Hangman GTi Free and Hangman GTi surveys is “Please rate the following features based on how much value they would add to your use of Hangman GTi”.  The answers tend to bunch around the features that allow for interaction with others.  Specifically, “Two Player Mode – Sharing one phone”, “Two Player Mode – Separate phones over network”, “High Score of Everyone Playing Game”, and “Create Your Own Word Lists”.

The third lesson is that most of the users of our game applications are using iPods rather than iPhones.  Around 71% of respondents said that they’re using an iPod.  This trend surprised us as we expected there would be mostly iPhone users and iPod would be secondary.

We hope to post more about survey results as there is some interesting information buried in the responses.

If there is something you would like us to dig into in the responses let us know in the comments.

March 9, 2010

New iPhone Game Released Today

Filed under: Game Development,iPhone™ Development — Tags: — bart @ 4:31 pm

GTi just launched it’s latest iPhone/iPod Touch Game today, Rotations GTi. You can view and download the game on the iTunes App Store or take a look at the game on the GTi website.

photo2

February 1, 2010

New Game has a Programming Challenge

Filed under: Game Development,iPhone™ Development — Tags: , — bart @ 4:15 pm

See bottom of post for updates…

I’m working on a new game which involves developing an algorithm that I’m struggling with a bit.  I thought it would be interesting to share the challenge and work it out with the larger community.

Here is a the challenge:

I’m trying to figure out an algorithm for determining the maximum score that can be generated for a game board with the following rules:

1) Game board is 3 tiles x 3 tiles
2) Each tile has four numbers on it that are between 1 and 9
3) Each number is on a side of the tile
4) Tiles can be rotated
5) Tile location can not be changed (you can’t pick up a tile and move it to the location of another tile and have them swap locations)
6) Game Score is determined by multiplying adjacent numbers on different tiles.  (see example calculations below)

To help illustrate the rules here is how the score is claculated for gameboard 1 below starting from top left tile:


(4 * 9) + (2 * 2) + (4 * 8) + (6 * 2) + (1 * 9) + // first row of tiles
(6 * 9) + (3 * 5) + (3 * 5) + (1 * 8) + (3 * 6) + // second row of tiles
(3 * 7) + (4 * 3)                                 // third row of tiles
= 236

gameboard 1

gameboard 1

And here is the calculation for gameboard 2 starting from top left tile:


(9 * 3) + (4 * 3) + (7 * 6) + (6 * 4) + (7 * 5) + // first row of tiles
(6 * 5) + (2 * 1) + (9 * 6) + (2 * 2) + (1 * 4) + // second row of tiles
(6 * 7) + (6 * 9)                                 // third row of tiles
= 330

gameboard 2

gameboard 2

So, given that the numbers are variable and each tile can be rotated how do I figure out what the max possible value is for a board with any give arrangement of tiles and numbers?

Please add your ideas and questions as comments.  I’m sure I’m forgetting some rules or other information and I will update this post as things come up.

I’ll also update the post with sudo code as the algorithm starts to come together.

————-
Updated

Here are some initial thoughts:
There are 24 number positions that count toward the score
There are 9 possible values for each number position
There are 4 possible arrangements for each tile
So there are 24 x 9 x 4 = 864 possible arrangements for the game board.

So, which of these 864 arrangements gives the highest score? Do we need to test them all? I sure hope not, because I need to scale this algorithm to a 4 x 4 , 5 x 5 , 6 x 6 and 7 x 7 grid as well!

If not, then there must be some rules we can apply to reduce the set we need to test…

January 15, 2009

Hangman Requirements

Filed under: Game Development — Tags: — bart @ 8:00 pm
This is the simplest set of requirements I could come up with for Hangman.  Please let me know if you see something that is missing or incorrect. 
———————————-
Welcome Screen:
  1. Display “Play” button
  2. If user selects “Play” button go to Game Play Screen
  3. Display “Info” icon
  4. If user selects “Info” icon flip to show info page

Info Screen:

  1. Display credits
  2. Display link to GTi website
  3. Solicit feedback
  4. Display “Done” button

Game Play Screen

  • To start a new game the system selects a text string (word or phrase) from the string library and displays blanks for each letter. Spaces are shown
  • Display the alphabet as selectable letters
  • If the user selects a letter the system checks to see if that letter is in the text string.
    1. If the letter is in the text string show it in the proper location(s) in the string
    2. If the letter is not in the text string draw the next portion of the hangman
    3. Show that the letter has been guessed and don’t allow user to select that letter again during the game
  • Before proceeding
    1. check to see if the whole text string has been revealed. If yes, tell user “You Won!” and show “Play again?” button.
      1. If user presses “Play again?” button start from beginning.
    2. check to see if the whole hangman has been drawn. If yes, tell user “Too bad.” and show “Play again?” button.
      1. If user presses “Play again?” button start from beginning.
  • If game has not ended then continue by prompting user to select the next letter.

January 14, 2009

First Game – Hangman

Filed under: Game Development — Tags: — bart @ 6:35 pm

Yep, that old favorite – Hangman.  I think I’ve already laid out my criteria for making this decision in previous posts.  But here is how I see Hangman fits:

  • Simple game.  Rules are well known and defined but can be modified easily if needed.
  • This is a word game and if I build it in a slightly intelligent way I’ll be able to modify and create new games in the future.
  • I like word games.
  • Hangman caters well to the iPhone interface.   In fact there are at least two other version of this game already available on the iPhone App Store.  But I don’t care since I’m not trying to make any $ on this.
  • The graphics required for Hangman are pretty simple.  Being new to the platform it’s good to have a simple place to start.
  • People will play the game.  Maybe not a lot.  But I’ll be able to get some feedback.
  • I don’t like the name – Hangman – but, whatever…it doesn’t matter at this point.  (Any other suggestions?)

Next steps are to find out if there are any patents or copyrights on Hangman that I need to consider and to get my iPhone Development environment set up.

What Platform – Web, iPhone™, Other?

Filed under: Game Development — Tags: — bart @ 12:36 pm

Next question: What platform should I target for the games I build?

I think the answer to this needs to be driven by two things -

  1. The price point I’m targeting
  2. What I’m familiar with as a user.

In my previous post I address the price point question.  http://gottschalktechnologies.com/blog/2009/01/14/pricing-and-disposable-games/ I need a platform that supports this low pricepoint.

The last video game box I owned was the Nintendo Entertainment System (http://en.wikipedia.org/wiki/Nintendo_Entertainment_System).  So I’m not familiar enough with the Wii or Xbox to target modern dedicated platforms, at least not right now.

But, I do have an iPhone, and I use it a lot.  And I play a lot of games on it.  And it supports the pricepoint.

So, that is my answer for now.  iPhone here I come!

Pricing and Disposable Games

Filed under: Game Development — Tags: — bart @ 9:41 am

One of the questions I need to answer is how I’m going to price any game I create.  Seems there are two ways to approach this.  Try to make a ton of $ on each sale – $60-80.  Or sell for really cheap – $0.99.  The expensive games are an investment for the buyer and they expect a lot.  The $0.99 games are what I’m calling disposable games.  These are things that people might be willing to purchase on a whim and if they don’t like them then no harm done.  If the $0.99 game gives them even 30 minutes of fun then it was worth it.

I’m going for the $0.99 disposable games.

Normally, the term “disposable” is something I try to avoid.  But in this case it’s just some bits of data and disposing of them when done with a game has a negligible impact on the environment.  So, no harm there.

If my games can provide someone 30 minutes of fun while they’re stuck on a bus or at the airport then my mission has been accomplished!

January 13, 2009

Build a Classic Game or Build New

Filed under: Game Development — Tags: — bart @ 12:56 pm

Here is the dilemma I’m struggling with today as I plan for building the first GTi game:

Should I build a classic game (tic-tac-toe, hangman, etc) or invent my own game.  Here are the pros and cons:

Build Classic:

  • Pros
  1. Don’t have to spend time thinking about rules
  2. Don’t have to teach people how to play
  3. Get experience with the development technology and Platform (iPhone)
  4. I can modify the game rules if I want in whatever way I please
  • Cons
  1. Kind of boring – I might get halfway through and decide to bail on this since it’s not creative
  2. I don’t have to explore what makes a game compelling for people in quite the same way.

Invent My Own New Game:

  • Pros
  1. More creative process which I think will be fun
  2. Get experience with the development technology and Platform (iPhone)
  3. Can modify game rules as I want if I want
  4. I have to explore what makes a game compelling for people and hope to get a lot of valuable feedback
  • Cons
  1. Have to spend time thinking about rules – might get bogged down in this
  2. Have to teach people how to play

I’m sure this is an incomplete list but after writing out even this much the decision is pretty clear to me.  Go with a classic game but feel free to modify the rules and add twists to the game as I like.  Doing this allows me to minimize the Cons in inventing my own while gaining the benefits of inventing my own.

January 9, 2009

What Makes Games Addictive

Filed under: Game Development — Tags: — bart @ 7:35 pm

Fascinating little article in Wired Nov 2008 about what makes games addictive:

http://www.wired.com/gaming/gamingreviews/magazine/16-11/pl_games

Here are my takeaways and twists on the article’s conclusions.

    • Randomness that doesn’t seem random is compelling.  We think we’re controlling the outcome and just when we start to think we’re “good at this” randomness kicks in a knocks us down a bit.  We like this.
    • People like to create order.  Someone that is very close to me gets so much satisfaction from creating order that at the grocery store checkout line the checkout clerk has remarked on how well packed her basket is! She still smiles at the memory :)
    • People like to have to hunt for something that provides a reward.  Hunting without a reward is just a pain in the ass.
    • People like to get better at a simple skill they can pick up quickly but can never quite master.  Do something simple, do it again a bit faster/ prettier / larger-scale.  Keep increasing the level of speed/ beauty/ scale until you crack.
    • People like to see patterns in seemingly random jumble.  I think Pointilism is one form of this.  This also ties into points 2, 3 and 4 above.

      What do you think makes games addictive?  What game(s) are you addicted to?

      Games

      Filed under: Game Development — Tags: — bart @ 6:59 pm

      As I mentioned in the previous post I updated the GTi games page today.

      Since GTi is still in the process of developing it’s first game I decided to focus on philosophy and humor.  The two quotes that I posted there are things I clipped a couple of years ago and still drive how I feel about games.  They are going to guide the process of game development at GTi.

      I’ll be posting more about this process as I go.