2012年6月26日 星期二

[note] 2012 GDC Taipei - Aaron Pulkka (Rabbx) 利用AAA電腦/遊戲機遊戲開發經驗來獲得智慧手機/平板電腦遊戲的成功



AAA
------
  - big buget
  - large item
  - long development schedule
  -  requirement:
      * large scope,
      * broad feature set
  - long play time
  - high quality/ polish
  - innovation?
  - no middle in game market
  - marketing costs >= development costs


.. note:: core gamers bring high expectations but are willing to pay
.. note:: late adopters form new casual audience, but want to pay less


1. High Quality User Experiance
   - responsive
     - 0.1s good
     - 0.5s slow
   - consistent
   - clear/obvious
   - forgiving

  * Lasting Appeal
    - Ramping difficulty + Random Chance + Increasing Rewards = Replayability
    - Rollercoaster Excitement Curve

  * Quality Assurance
    - Start QA early, ramp-up from alpha through launch
    - 100 little bugs worse than 1 big bug

2. Launch Multiplatform

  * cross-platform social play allowed on mobile and can increase audience growth dramatically
  * Amortize Development & Marketing
  * Build game as native to each platform
    - meet 'cultural' expectations
    - tune for platform specific features
      * xbox live! rich presence
      * apple game center & retena display
      * android 'back'
3. Connect with yurr audience
  * Most AAA gamers target core gamers (young males)
  * konwing your audience
    * mobile has potential for broader audience
      - casual audience spends less per user
      - broader audience can increase costs
  * community anagement
      - best marketing: word-of-mouth
      - metric tracking can help filter noise
      - press is not magic entity but part of your community
      * bioware & blizzard provide great example
  * App store
    understanding how each app store search function works is key

  * Plannang
    - launch of game is just the beginning
    * plan for updates
      - DLC for AAA games usually in development before game launches
      - post-launch, be ready to modify update plan based on users

  * tools
    - metric tracking (flurry, bitpollen)
    - project management (Hansoft)
    - Feedback (Forum)

Naughty Dog (AAA developer with no project managers)


* clones copy a proven base set of features, without adding much new.
* experimental games focus more on innovation, generally at the expense of scope and polish
* AAA games focus on evolution and polish on proven features


smartphone
* short session
* always connected to Internet
tablate
* longer session
* often disconnected from Internet


AAA to mobile
* smaller scope
- app store
- more qualtiy
- more budget
+ larger possible audience
+ core gamers willing to pay to play


New Territory
---------------
TV + Mobile:
* Google TV
* Apple TV
* Transmedia
TV + Console + Mobile:
* MS Smart Glass
Tactile Controls:
* joysticks and buttons on mobile? (we missed buttons)


[note] 2012 GDC Taipei - Metro Style Game for Windows 8

Metro App min resolution: 1024x768
如果Metro App resolution大於1366x768+會在前景另外開一個APp (Snap View?)
Tile 動態磚, 每個是不同Entry Point, 同一個遊戲可有不同進入點 (從不同關卡進去)
Data sync:
* App Data(setting...)
* User Data (music, library...) -  live.com 帳號
Game可在任意時間(電動打一半)分享, 分享給個social service, 或"另一個App" (puzzle...)
統一Settings (Setting的framework?), 統一使用者體驗
http://ie.microsoft.com/testdrive/

2012年6月10日 星期日

好fish shell, 不用嗎

shell很多了: bash, ksh, dash, zsh... 在PyCon Taiwan 2012聽到這個很好用的fish shell,目前我只能發現自動補齊和指令顏色顯示很方便,不用很複雜的設定,就很好用了。

1. 在Mac OSX用brew安裝:
brew install fish
2. 設定檔在: ~/.config/fish/config.fish (自己新增) 顯示git branch,
    參考: https://wiki.archlinux.org/index.php/Fish#Configuration_Suggestions

3. 換預設shell:
chsh -s /usr/local/bin/fish
4. 以上出現"non-standard shell"錯誤, 到/etc/shells加"/usr/local/bin/fish"

但是指令和bash/zsh不太合。