#Mobile Game Development Process
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technoo-experts · 7 months ago
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The Mobile Game Development Process - From Concept to Launch
Dive into the fascinating world of mobile game development with this comprehensive guide to the entire process, from initial concept to final launch. Discover each stage involved, including brainstorming ideas, designing engaging gameplay, creating stunning visuals, coding mechanics, testing for quality, and preparing for launch in app stores. Whether you're a beginner or an experienced developer, this breakdown will provide valuable insights and practical tips to help you bring your mobile game idea to life.
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glownightgames · 2 years ago
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Mobile game development is a complex and iterative process that involves creating and refining games for smartphones and tablets. It begins with conceptualizing the game idea and designing its mechanics, characters, and visuals. The game development phase includes programming, coding, and implementing various features and functionalities. Testing and debugging are crucial steps to ensure a smooth and enjoyable gaming experience. Throughout the process, collaboration between game designers, programmers, artists, and testers is essential to create engaging and immersive mobile games that captivate players worldwide.
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my-drawings-heiwa-7 · 11 months ago
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So, dear Tumblr users!
Please give this post some attention! My development team and I are making a game in the yandere horror genre. My videos don't fly on Tik Tok, and things aren't any better on Tumblr. There are only 10 subscribers in my Telegram channel. We are very worried and don’t understand what we are doing wrong. Please, if you are interested in this post, like it and go to my tg channel or TikTok
I will leave links to my social networks below: TikTok: __h.e.i.w.a_ Telegram: https://t.me/visual_novel_YAM
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kpissolution · 1 year ago
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redappletech · 1 year ago
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In cloud gaming, players do not have to install or download the game that they want to enjoy. They simply have to visit game streaming platforms like NVIDIA GeForce, Amazon Luna, etc. to obtain limitless amusement from gaming directly. If you are interested in joining this segment, seeking assistance from a reliable game development company will be fruitful. Know more at https://www.linkedin.com/pulse/what-key-advantages-cloud-gaming-you-mudsc
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kaiannae · 8 months ago
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It is time- (Or: It Has Begin XD)
Greetings, my dear readers, it has been quite some time. First and foremost I would like to assure you that yes, I'm alive, and no, I have not abandoned my writing. But, I HAVE been distracted by somehing in the last few months, and I think its time to reveal it. I made a game! And not just a game, a Shadowgast game. I would like to present to you:
Beacon Run.
Ko-Fi This game begun its existance as a homework project for a game dev course I took about a year ago. I was supposed to implement a simple chase and pickup game and I thought, "Why use some random sprites when all I can imagine is small chibi Caleb chasing small chibi Essek around while Essek is trying to nom beacons?"
This idea lit a fire in my brain, and I just had to implement it but I had a very short time for the assignment. Iended up implementing something very simple, but I just couldn't let it go afterwards and vowed I was going to finish that small game and get it out for the fandom to play.
It has since been rewriteen, refactored and recoded several times, until I had something workable to show others. This is the place to mention the major contribution the people fo AIFL had on this little game. As I was maing this game, I shared its early stages with the server, and people have been kind in thier enthusasm, gave me ideas and provided invaluable criticism and feedback. They kept me motivated and kept me going through the lows of frustration one gets when coding. I got @bumble-b-goode 's permission to use their designs for the Weezards and drew my own sprites using that as inspiration. I ended up creating most of the assets for this game. Drawing the art assets took quite some time and I've learned a lot in the process.
Beacon Run not big or complicated as a game. In essence, is a tribute and a love letter to the Critical Role community and the CR crew. To the people who brought to life the Mighty Nein and have shared, and continue to share their stories with us on a weekly basis throughout the years. For Liam and Matt, who have weaved the tale of two broken wizards mending each other into better people, and keep their children of ink and paper alive for us to enjoy. The game: You as a player, are randomly assigned a little wizard to play for each match, so you can play as Essek or Caleb. The board dimensions and obstacles and even the flooring art are randomized for each match so each match is different. Your goal: to collect as many Beacons as you can during the allotted time, and end up with more Beacons than your rival which is the other wizard played by the computer. You gain projectiles over time, which are fake Beacons you can throw at the other wizard. If hit, the rival wizard is stunned for a short time, and drops several of his picked up Beacons for you to gather. However, beware! The rival wizard can also shoot you and stun you for a short while, and make you drop beacons as well. (You might notice that Essek gets stunned by sour lemon Beacons, while Caleb gets stunned by hand-knitted wool Beacons XD) In addition, when the rival is hit, he may drop a Magic Abeyance Bead which contains a Chronurgy spell. if you pick it up, it will provide a short time bonus for the match. In short, the game is a small, cozy game, made out of love for the wizards and the fandom, and I hope you'll enjoy it! I it still in the late stages of testing and development, as the feedback players provide is invaluable and lets me find bugs, add ideas and content suggested and tweak the mechanics to make it more enjoyable. So I would very much appreciate feedback, suggestions, con-crit etc. I would be happy to head what you like about it, what you think needs tweaking, ideas of content to add.... you name it! (Note that currently, the game does not work on mobile. I am planing to revamp the input system and add touch suport for mobile in the near future) Also it is worth mentioning that as I fix bugs, add content and tweak things, I upload new versions of the game so its worth following the Devlog and updates. The game is avaliable for play in the embedded player on the page, and also available for download to play offline (Though you might need to redownload it with every new version as I don't have an auto updater for it.)
In addition, if you like my work, feel like enabling me to make more of these or just want to buy me a coffee, It is always very much appreciated as it sure helps me stay afloat! Tip Jar
So, I hope you forgive me for my lack of writing for the last few months. I really wanted to get this out. I am trying to keep writing in my spare time, but the muses haven't been with me lately. I hope that now that this is out I can finally get my mind off it XD Stay tuned!
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blacktabbygames · 11 months ago
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Hi, I admit I dont really know what the process for this looks like, but would you ever consider adding Slay the Princess to the Playstation Plus subscription service, or to Xbox GamePass? Even temporary, with a time limit?
This might be something we do towards the very end of Slay the Princess' life cycle, but subscription services are a pretty hard sell for us in general. I don't think they're sustainable for the games industry as a whole, and they're a contributor to some of the race-to-the-bottom mentality. (Absolutely zero judgment for folks who use these services, btw. *I* use these services, but then I also know that I never actually buy a game after getting it on Game Pass or PS+; this is really just about the corporate side of things)
A big news item in the industry over the past month was the closure of Tango Gameworks, the Microsoft-owned studio that made Hi-Fi Rush last year, a wonderful game that got a bunch of awards and scored an 87 on Metacritic.
There's been a lot of speculation around this closure, and to add to that speculation, I believe that at the end of the day, Hi Fi Rush lost a lot of money, at least on paper.
It was shadow-dropped as a day 1 gamepass exclusive, which meant that there was no marketing done in advance, and sales were immediately cannibalized. (Side note— Hi-Fi Rush is maybe the only game I've picked up on Game Pass that I turned around and bought a Steam copy of, mostly because I wanted to play it on my Steam Deck.)
Since Tango was owned by MS, this was almost certainly a deliberate choice to make Game Pass seem more appealing, and even then, the studio behind a *hit* game was closed for financial reasons. So we're not sure that's a part of the industry we want to dance with.
I know this probably seems at odds with our stance on piracy, but at the end of the day, I think they're different beasts, and it's the scale, perceived legitimacy, and corporatization of subscription services that gives me a lot of pause, especially with Game Pass, which tends to double-release for PC and console. And on the flipside, I legitimately don't think piracy hurts developers.
So again, I think if we were to do something like this, it would be towards the end of the game's life, or it would be something tied more to an isolated ecosystem (i.e. if we do mobile, something like Apple Arcade, since people don't really *buy* mobile games, and the overlap with console + PC is very small.)
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bogleech · 2 years ago
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Why do the adult stages of insects have short lifespans?
Most animals can't reproduce, and most don't even develop the organ systems to do so, until almost the end of their development. Many mammals are actually rare freaks for their ability to start reproducing as little as a third into their lifespan, and keep reproducing over and over until they die; it's an extreme and radical survival strategy we evolved that comes with some pretty severe trade-offs, in that we have high energy demands and require so, so much food in proportion to most other organisms, not to mention all the ways those reproduction systems can take on illness, malfunction or hurt us. Other animals like birds and reptiles and various fish opted instead to reach adult size as fast as they can, build the reproductive system, and then just take it easy: they live a long time and can mate more than once, but they don't do so constantly and don't make that many young. The MOST common strategy in nature, basically the default norm is to devote most of your life just to eating, growing, and storing resources in your body, then "spend" all the resources you can on reproduction, giving so much of your energy to your babies that it actually kills you. The upside is that this is why most animals make hundreds or even thousands of young in one go, which better guarantees that at least one will survive. Salmon and octopuses are two of the most famous non-insects that do it that way, but so do thousands of other mollusks, fish, members of the various "worm" phyla and others. Many insect groups hyper-streamlined this, so they have a larval stage that's just an eating machine, like caterpillars and maggots, possessing only the bare minimum anatomy they need to keep on eating and growing and nothing else, usually incapable of even traveling from the same food source they were born on. They then use up all of this stored energy to create a body that is perfect for perpetuating their species, including more mobility (such as wings) to spread their population further. Insects exhibit almost every variation there is, but many insect groups hyper-streamlined the basic method so they have a larval stage devoted to non-stop eating, like a caterpillar or a maggot, devoid of any anatomy that does not help it collect all the energy it can as continuously as it can, then use up that energy to build an equally dedicated mating form, which may last only days or weeks because it even gave up the ability to eat as it devoted as much of its body as possible to making those babies in that one big go. There are still many exceptions including insects like cockroaches who mirror the mammal strategy of mating over and over for a relatively "long" adult life, or insects that still only mate the one time, but still at the end of a fairly long adult life that continues to eat and store energy. The most extreme exception to this might be aphids, which continuously develop clone offspring and give live birth to them for their entire life, by which I mean some aphids are born already pregnant with their first clone. These actually still go through a normal mating process too, though, when a winged male finds them near the end of the year, and then they die after laying proper eggs that can survive the winter. The non-stop clone babies are just so that one female has even higher odds of mating with at least one of those males, because now there's 10,000 of her for him to find. To understand basically everything in nature you just have to understand that: 1: life forms actually work like video game characters in that they constantly "farm experience" (nutrient energy) they have to spend on their unique spread of stats and abilities (every body part and system comprising them) 2: every life form evolves as if the only goal of that entire game is to generate offspring and increase the odds of their survival, literally no matter what must be sacrificed.
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emotional-engine · 2 years ago
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In case you missed - GREAT Neopets News!
I didn't see anybody talking about the news here, so I thought that I could share a summary.
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The Neopets Team announced today that they're under new management. They're no longer affiliated with Jumpstart (which announced their closure back in June) or their parent company NetDragon.
In their blog post in the official Neopets Medium page, they confirm that they are now an independent company:
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(Dominc Law, worked for NetDragon and was an old school Neopets player. He put together a team to work on saving the brand.)
Also in that blog post the team talks about how they are well aware of the problems the site has been through in the last decade, they acknowledge the lack of resources which resulted in the Neopets website being left broken.
Going ahead, they are going to focus on community requests, such as speeding up the process of Flash Games conversion, clearing up the page conversion backlog, bug fixes, mobile compatibility issues and improving customer support.
Most importantly, in my opinion, they clear up that they WILL NOT go forward with any Metaverse bullshit, and will instead work on creating a game that feels like Neopets:
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At this point, they have secured $4M in funding from various (unnamed) investors with additional funding from the management buyout. For the first time in forever, it looks like TNT has the resources they need to move the brand forward. In the blog post, they mention they have already hired developers and artists to work on the fixes the site needs.
From what it looks like, the game will be a mobile social life-simulation, parallel to the current website. We don’t have to worry that neopets.com will be replaced by a mobile app.
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As of now, they have announced:
A brand new plot, scheduled for early 2024
A 2 million(!) NeoCash giveaway
More transparency with monthly updates from the team, scheduled AMAs
Neopets will be under the control of a new, unified entity: World of Neopia, Inc - the website will remain the same (neopets.com)
A Brand Ambassador Program
No longer going forward with NFT/Metaverse stuff
At the end, they published a FAQ with some answers that I found to be good and very interesting:
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You can read the entire blog post here.
Or watch the YouTube announcement (which is way shorter):
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prettycottonmouthlamia · 1 year ago
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I shouldn't have to make this post but Nintendo fans are trying extremely desperately to position the company whose cock they love the taste of in a good light and are generally doing this by spreading misinformation about the legalities of emulation so let's go over a number of the fabrications shall we?
Emulation is illegal to monetize This has so far been one of the really big ones that's taken traction, usually partnered with the sister lie that yuzu was paywalling access to early access builds. These are both lies, and are untrue. yuzu is far from the only modern emulator to be monetizing itself, plenty of mobile emulators do it, but developing an emulator for money is entirely legal. We have pretty much all of our emulation precedent set thanks to a series of lawsuits in the very early 2000s thanks to Sony suing an emulator called Bleem. There's a lot to say about Bleem, but Bleem was a commercial emulator. You could buy Bleem, in stores. At no point was there ever a court decision that Bleem was wrong to do so (despite Sony's best efforts).
Emulating current generation software or hardware is illegal. This is also wrong, and kind of fundamentally misunderstands a lot when it comes to emulation. Once again, Bleem was at the time emulating current generation software. It was a generation in its twilight, but Bleem first released in March of 1999: the Playstation 2 was not out yet. The reason why current generation software does not tend to be emulated is because we do not really have the tech or processing power to do it yet. The Switch's lower specs are entirely the reason it has had an emulator developed well ahead of the PS4 or the Xbone.
Yuzu's early access build allowed people to play Tears of the Kingdom ahead of release date This one is a couple of different statements packed together, and while I'm given to believe there's a chance other games may have been playable ahead of release, this specific statement is a lie, and maybe the funniest one on the list because it's a lie that's not even backed up by the lawsuit.
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The lawsuit is extremely clear in its language that it was modded instances of Yuzu that could play Tears of the Kingdom ahead of release date, not publicly accessible builds of Yuzu. Nintendo's argument here lies in Yuzu being open source: part of the lawsuit alleges that Yuzu is responsible for any and all acts of piracy done by its users, whether or not they used official or modded builds of Yuzu. This is, of course, a fundamentally fucking insane position to argue from. It is not a particularly uncharitable reading of this as an attack on open source software to begin with, as this precedent would make any developer liable for ANY illegal action taken by someone who modified their code. Supporting this, in my opinion, makes you an asshole and liable to be clocked in the fucking mouth.
4. Literally anything involving this screenshot.
I've seen this screenshot maybe three or four times with different takes on what exactly Illegal is happening here and I'm pretty content to just call it vibes at this point. Whether this is an intelligent screenshot is a different matter, but no one has been able to point to anything actually illegal being done here. There is already precedent in allowing one to make their own back-ups of software they own, even if decryption or bypassing copy protection to do so, which is a large majority of software. Switch games are not the only games that are either encrypted or have copy protection, and this is both not the earliest generation to do it AND its not the only industry that does it.
The only point of interest here is the date, which I've seen literally no one bring up, but this correlates into another point: personal piracy is still not something Yuzu is liable for. It's a dumb thing to broadcast, but it doesn't change anything material about the software.
5. Yuzu folded because Nintendo had a smoking gun
I, I just, I'm sorry this one isn't just a lie its a really naive and incompetent view of the faults of our legal system. If anything, the settlement seems to indicate the opposite. If Nintendo was sure they had Yuzu dead the rights, they wouldn't have fucking settled. Both parties need to agree to settle! Nintendo is actively interested in trying to set legal precedent that emulation is illegal, because Nintendo is great at saying obviously wrong things with a straight face.
This could be a reason, but remember, this was a civil lawsuit, not a criminal one. Civil lawsuits have a difference in how evidence is handled, and it's pretty likely that Nintendo just has more evidence than user does on account of being able to afford a larger legal team and having planned for this lawsuit in advance, regardless of how strong that evidence actually is. It's why most of the arguments in the lawsuit read kind of insane. Civil lawsuits are not handled "beyond a reasonable doubt".
There's also the fact that legal cases can be extremely expensive, even when you know you are absolutely in the fucking right. I want to link this video by James Stephanie Sterling as evidence of this. They were completely in the fucking right, and the lawsuit still took an incredible amount of time and monetary expense to argue, and that's against an opponent who you could reasonably confuse with a scarecrow. This is ultimately how Sony eventually "won" against Bleem. Bleem never lost any of its lawsuits against Sony, in fact Sony ballsed it up twice against Bleem, but Sony continued to file lawsuits against Bleem and its company over and over, until Bleem literally could not afford it and went bankrupt.
There's also the matter of precedent. If Yuzu had taken this court, and lost, it would be really bad. There's a lot in this court case that you don't want precedent leaning towards, and due to, uh, America's current political climate and judicial regime, there's a fair chance the judge would have just sided with Nintendo anyways. Settling the lawsuit, while to be entirely clear, sucks complete ass for Yuzu as they were basically eliminated, protects the sphere of emulation as a whole.
So what was the salient parts of Nintendo's case?
The parts of Nintendo's case that hold the most weight have to do specifically with the encryption keys used to de-encrypt Switch games, and how those keys interact with the DMCA. There's no legal precedence to back this up, this is thoroughly untested grounds. This is actually where the buck stops with the Bleem cases: this one never went to a judgment for Bleem and hence never established precedent.
There's a pretty reasonable chance that Nintendo had a chance to win the lawsuit off of the back of this point. This doesn't make it a guarantee, but it's the part of the lawsuit that's actually important.
What happened with the settlement?
Well Nintendo got to legally extort the Yuzu devs and their parent company for $2.4 million. This is, strictly speaking, chump change to Nintendo but I in particular hate this part of lawsuits with a passion. In addition, as per the conditions of the agreement, all copies of Yuzu that were released and in development under the purvey of the company must be destroyed, the company and its devs can no longer work on Yuzu in any way possible, and they cannot work on any other emulation software. This is why Citra also closed down by the way: it was an unfortunate emulator in the cross fire. This in and of itself, is a tragedy, since this is basically court mandated brain drain. Undoubtedly Yuzu will be forked and someone will continue development on "Zuyu", but the loss is still felt.
Why should I care? Piracy is illegal.
This is where I'm going to wax philosophical for a moment, but Frankie my dear, I do not give a damn. Nintendo could have had full legal rights to do this, and I would still be of the opinion that Nintendo's legal team are ghouls and shouldn't feel safe showing their faces. This is how I felt when Nintendo shut down Emuparadise. Whether something is illegal does not impact whether it is right. Laws exist in a state of being able to be both just, unjust, or both.
Emulation is extremely important in the preservation of gaming as an artform, something that the game industry is extremely against in all forms. There's money to be made after all, and attempts at making sure that games are available to play are often attacked and criticized. This is part of the reason I'm so against the existence of copyright law. It doesn't matter what the intent of a system is, but it does matter what the system does, and it's transferred an overwhelming amount of power into the hands of large corporations while largely screwing small creators over.
I do not believe art has a price tag to it. I do not believe that art can and should only be enjoyed by the people a company has decided to sell it too. I do not believe that companies like Nintendo should be able to throw their legal weight around and ruin people's lives. You should be able to play Mother 3 and Shin Megami Tensei without having to wait for their parent companies to decide they actually want to sell it to you.
Piracy does not inflict meaningful damages to Nintendo. Despite Nintendo's whinging, Tears of the Kingdom sold over 20 million copies in half a years time, something that we can estimate to have made Nintendo about $1.4 billion in revenue. We live in a game industry which does not care about its game devs: it's perfectly willing to underpay them, to overwork them, and to eventually let them go. Nintendo is not innocent here. They have a history of mistreating their contract workers, and I personally know that these are not the only allegations that hold water.
In short, fuck Nintendo. Pirate all Switch games until the end of time.
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backtoeltingville · 4 months ago
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Hello!! Sorry for bothering you, I've been wanting to ask about the development of your game for a long time :"D
Will this game be available in a mobile version? (Because unfortunately I don't have anything with me except my phone, but I would like to try it in the future. I like your work process and I look forward to your result! 😭💕)
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YOU'RE NOT BOTHERING ME OMG😭💔💔💔, yes I can do a phone version ! ! ! Making the game into other platforms is one of the main ideas so anyone in the fandom can play it
I also got another question like that from:
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There's some options from the renpy app itself in the laptop that I can do to change the platform that the game could be playable before making it a game itself
Basic menu of renpy
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Build distributions (no idea of this yet)
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And YESSS the Android option is there to make it into a playable game in the phone but I heard is more of a wonky process since it needs to get all the buttons re-do + the screen touch can be wonky sometimes (that's what I heard😭😭😭) and there's also IOS idk
I don't wanna touch it yet so I'm mostly guiding myself with tutorials in any case, most of my learning in renpy comes from my IT tech classes and tutorials
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heiwa-7 · 1 year ago
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they are kawaii, what's you mean?
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my-drawings-heiwa-7 · 1 year ago
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I'm going to make my own visual novel. It's main character, his name is Nakamura Kadzuki. More info you can see on my second account, heiwa-7
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paxesoterica · 1 month ago
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So! I know there's at least a few folks speculating on what additions will be included in Super Robot Wars Y's roster, but I think it would be interesting if a little methodology is applied to the process, like compiling data from akurasu.net into a mini-chart like the one below:
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"Units Sans Series" means playable units not tied to an already existing storyline, either because the series is set post-epilogue (like Combattler V or Mobile Suit Zeta Gundam in SRW 30) or because the source has no storyline (like Mazinkaiser Infinitism in SRW 30).
I have not included data from the mobile games DD or X-Ω since they'd act as an outlier, but it should be noted that both games have debuted series that haven't been featured on consoles yet.
Based on the data from past series, there's a few trends from past iterations of the series that I think should be taken into consideration when making speculations:
The company that makes Super Robot Wars is a subsidiary of Bandai-Namco, and as far as I'm aware, that means they don't have to pay licensing fees to use Bandai-Namco's IP; as we can see from the graph above, every game (except maybe Z3.1?) has at least a plurality, if not outright majority, of B-N titles, and Y's roster continues this practice with half of it's currently announced titles: two Gundam series, a Code Geass film, and Aura Battler Dunbine.
Series debuts tend to be limited compared to returning series, but once a series has been introduced in a previous title, the development of gaming assets for that series means it's now cheaper to include it again at some point, barring licensing fees and other factors. The fact that Getter Robo Arc and Macross Delta The Movie: Passionate Walküre, for example, were previously introduced in mobile games means their assets could be refined from already existing material rather than made out of whole cloth.
Given the total series listed for previous games, we can probably expect the roster for Y to at least double. However, the number of entries can be deceptive: in previous games like SRW V, for example, Mobile Suit Crossbone Gundam, Full Metal Panic!, and the Rebuild of Eva films were counted as 3 or more entries each due to how their media is formatted, despite being a single storyline, and in SRW 30, Mobile Suit Gundam (1979) is counted despite its only contribution being a recreation of the RX-78-2 Gundam as Amuro Ray's starter unit and a single mission to Jaburo that involved fighting Z'Goks. This means Y could potentially include 'additional' series like Mobile Suit Gundam the Witch from Mercury Season 2, Macross Delta the Movie: Absolute Live!!!!!!, or other Code Geass films, or even side stories like Revenge of J Gundam or Vanadis Heart.
Every non-OG SRW game has included a Mazinger Z-related entry, and the only one that didn't include Koji Kabuto was SRW UX, which had Mazinkaiser SKL.
Not included in the data from akurasu.net, it should also be noted that series will sometimes get included as a result of various X-factors, such as the cross-promotion of a sequel or a new toyline, or as part of a business deal with another company. For example, Studio Khara, which made the Rebuild of Eva films, has been collaborating with Bandai on Mobile Suit Gundam GQuuuuuuX for several years now. It's extremely improbable that GQuuuuuuX would be included since, as of this writing, it hasn't premiered yet, but the last Eva film Thrice Upon a Time was completed back in 2021, and while it was too late to include in 30, the current working corporate relationship could be a factor in it getting included in Y. Another possibility might be the film Expelled from Paradise, which was previously introduced in SRW T, and has had a sequel announced for 2026.
One last note, there's been an interest in cultivating an international audience for Super Robot Wars for sometime, with V, X, and T receiving English translations despite not being officially released in regions like North America, and series like Cowboy Bebop being included in T specifically to cater to a potential U.S. audience. Titles that were more popular outside of Japan like The Vision of Escaflowne or The Big O or the like could be potentially included for that reason.
I don't know that these are actual rules that the company applies or anything, but previous patterns can be useful when predicting the future, so I think it's worth looking at.
Thank you for reading, and I would enjoy hearing feedback, especially from @anthurak, @rdmaaron, @possessedscholar, @589ish, or anyone else who's pretty knowledgeable about Super Robot Wars.
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redappletech · 2 years ago
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genshin-impact-updates · 1 year ago
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Version 4.6 Update Maintenance Preview
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Dear Traveler,
Our developers are expected to begin performing update maintenance at 2024/04/24 06:00 (UTC+8). Please stay tuned to related game update information.
In this update, the logic of some game files have been adjusted to optimize the gaming experience, meaning that the pre-installation and update process will require a large amount of space. Once the update is complete, the game file size may be smaller compared to the size before pre-installation.
We recommend that you save sufficient space on your device and complete this download over a Wi-Fi connection.
The pre-installation resource package size for PCs will be between 28.72–36.2 GB. The pre-installation resource package size for mobile devices will be between 8.57–9.9 GB (the voice-over files installed will affect the size of the space required for pre-installation).
Regardless of whether you complete pre-installation, any content you download in advance will increase the download speed during the version update.
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