I’m Gokhan Sivrikaya, I design and develop games. I’m also founder of ComboCow, game development company specializes on advertisement business.
If you are curious about my work please take a look at my Behance portfolio and LinkedIn profile.
Please don’t hesitate to contact me.
I published a new game on Android called Sword by Sword 2 weeks ago.
Yes, I know this name is not a good name because it is a common word and it just repeats itself.
But now after publishing, even if you write the whole “sword by sword” in quotes game does not appear in search results. I mean not in front page. It just doesn’t appear at all.
May be I did something wrong;
I translate game’s name to Turkish too. It’s Kılıç Kılıca.
When I search for this name, my game appears at search results.
But after selecting the result, title appears as sword by sword and descriptions also comes in English.
So I guess there is something wrong with Play Store’s localisation and search results when you set your language setting to different from your countries locale.
Such as I live in Turkey but select English at language settings.
I think search mechanism searches for Turkish titles in Turkish database but results come in English because of my language settings.
But search should be made in English too.
Second and most important thing is:
I shouldn’t change games name/title for localisation.
Google says games title is not games name. But, what is it then, I’m confused.
This year my motto is self-sufficiency on game development.
So I’ll be working on my drawing and level building skills much more.
I’m experienced software developer and game designer, I worked with teams and developed small to mid-sized games for years.
When I decided to go solo on game development, it take some time for me to realize that I’m still on my old habits of team play.
I’m constantly waiting for other people, asking for art work from people who may not be that interested as they told to be and not motivated with revenue shares to work.
It’s not working so this pattern can not continue, I need to go back to basics.
Like the old times when I was developing tiny games alone.
I may not be blogging much and social but I’m around working hard on my games.
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I was planning to finish this game and publish as soon as possible but while playing with friends this idea came up.
-Can you make all possible attack options available at the same time?
-Yes I can and I did!
Grouped the actions so when one action is selected, all actions in that group are disabled.
After the penalty time of the selected weapon passed, player can attack again with the desired option.
Blocking is also available with 5 seconds penalty with action breaking ability.
After taking some response to this iteration, publish this game without the single player and turn based options.
Maybe add those features after an update or so.
Thank you for reading this and hope you download and play test this version.
I designed this game as a local multiplayer but while developing, needed a way to test faster so I wrote a basic AI as an opponent.
Then people wanted realtime features badly so I added them. Now I have a game that can be played as singleplayer or multiplayer with turn-based or real-time modes.
While things get compilated, it’s a nightmare to decide which menu system should I choose or maybe just trash some features or what!
Interactive design is about giving choices to your audience, but sometimes giving a lot of choices makes them confused. So we may use learned patterns as our guide.
Here I used classic “field set” to group choices. In this picture below, choices are grouped by player count. They can be grouped by play mode too.
Advantage of this grouping is player can start playing game with just one touch.
Disadvantage is mobile users are not used to this type of menus, they usually have big few buttons to choose, even most of the time there is no button to choose, just touch and start playing the game.
Here i tried to break groups to single screens, this is more common on mobile devices.
Advantage is less things to choose means less confusion.
Disadvantage is you put more funnels before starting to play the game; meaning more players will give up on the way.
So, I chose second model for this game.
Play tests showed me that choosing a weapon before starting real time play made this game more fun.
This week I spend my time adding a weapon choosing system for real time play. You choose your weapon before starting the game and start fighting with touching attack or guard buttons.
Every selection has its advantages and disadvantages; if you choose one step movement you have to wait one second before your second move, if you choose two step movement you have to wait two seconds before your next movement or attack.
To visualise this penalty waiting time, I used something like clockwise pie chart filler for the button. Hope people can make the connection and understand the use.
All the UI, graphics and a lot of things needs to be redrawn by a professional artist. Friends who are forced to playtest this game deserve better graphics, It’s enough coder art 🙂
Most of the game coding is almost finished, now it’s time to push and pull things a little bit around to fine tune.
And after some optimisations I plan to put this game on Android Store first and try to get some real feedback and after that make an other update and put it on both IOS and Android stores with In App purchases etc.
While trying use Unity Cloud Build and share options to distrubute pre alpha builds for this mobile game and get feedback, cloud gets slower and slower over time. This is possibly only for free users, the more people start using this platform the slower it gets.
Someday I’ll buy this service and use it faster but not today.
I need to publish this game as fast as I can and get some proper feedback. Today even I can not load shared builds from cloud.
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