#mobile-game-development
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game-development-service · 7 months ago
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Comprehensive VR Game Optimization Guide Using Unity3D
The adoption of Virtual Reality has brought about another major shift in the world of gaming, allowing players to enjoy rich, interactive games. However, such immersive experiences create a unique set of challenges, such as the need for sustained high performance and implicit smooth gameplay. Unlike classic gaming, VR requires consistent frame rates-72 FPS for Quest 2 or 90 FPS for any other…
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mostrovskaa · 1 year ago
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I am excited to share a little piece of my bachelor's degree final art project! I created a visual identification concept art document for a multi-platform puzzle video game called URNFIELD! It's designed as an experience mainly for mobile devices and inspired by bronze and early iron age burial rites that occured in the areas of modern day Poland and Central Europe. It combines puzzles with learning about the artifacts and burial practices of these prehistoric times :-))
Here's just a few arts, I'll be posting more soon!
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iamtherlan · 5 months ago
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Let's get into a massive deep dive into developing S.A.M - The Strong Arm Machine from Jetpack Joyride!
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We wanted to add something that kept people engaged with the game, and kept the game relevant in a sea of "runner" games. We also wanted to own the game ourselves - this was the first big update from a new team taking over from the original "Ninja Pack" group.
Our first attempt was to build into - what was all this stuff was actually for? So the thought was an agent that you had to knock over and get their briefcase. This is a quick mockup I made.
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And here's the prototype!
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And.. it's not very fun! Kind of boring to deal with. So.. let's try something different!
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What about a Sonic styled Egg-O-Matic? Looks more fun, but doesn't feel right. Barry smashing his face into it doesn't look right - especially when the game is about avoiding things.
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So then we asked - what's the COOLEST thing we could do? What about a Scientist police squad? You have to avoid the rockets, while hitting the squad. Okay, but still felt a bit meh, and not great for smaller phones.
What about.. a T-Rex chase, Jurassic Park style? A quick mockup I had done.
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In this case, a T-Rex would be behind you, and you're trying to destroy it with missiles. But avoiding missiles is super difficult.
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What about... A Mega Barry? Some kind of Rock, Paper system mechanism? Eh, too complicated.
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Let's simplify! What if you were in a giant robot that you need to shield? Some mockups I made using Metal Slug sprites.
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And here's a prototype! Marvel Vs. Capcom Cap shield and T-Rex fit in well. It's a new Jetpack Joyride mechanic - you have to hit everything, rather than avoid! We have our mechanic!
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Some concepts. First it was a big Barry, but why would the scientists make this? Something more menacing, more "Legitimate Industries".
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An early version with a fire cannon instead, but it didn't really fit either. Needed to be a shield!
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Let's talk about the S.A.M building sequence! We wanted to make sure that this felt epic, so it's built in 3 different sections!
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S.A.M has 21 pieces in all, and a lot of destructibility. I feel for the people now who make skins for him!
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And here's a bit of final gameplay! Big robot, bashing through stuff. He's got 3 hits to him, which makes him very useful, and hopefully get you back every day to play him again!
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Using S.A.M means you got a daily challenge! Collect 5 and get a unique piece of clothing!
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We added 16 new costumes at the time - so 32 unique pieces. To collect them all means playing for 160 days! That'd be great retention! Plus you could buy a present directly, which increased our spending too!
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One of the fun things about S.A.M is his name. In other languages, we made sure his name also also used the S.A.M code.
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How did this go? Huge! Our retention went up by 10%, and people loved it! It was a great addition to the game, and has been expanded upon a lot since.
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And that was S.A.M!
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fantomette22 · 1 month ago
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They cancelled Kingdom Hearts Missing Link…
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I don’t have the words.
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Missing Link come back!
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Missing Link is really missing after all….
(Ok Sorry xD) I mean it’s really the missing part of the lore… the missing link between the game… well it’s for real now 😭
I mean it’s true I was concerned with the mobile games because it didn’t sound and look that fun gameplay wise. I can’t lie it wasn’t optimized for sure and another style would have been better than the GPS/ pokemon go like that was planned.. pretty sure they didn’t got good feedback with the beta and even when trying to work around it it didn’t work out in the end… I guess better than launching the game and 2months later there’s no one playing it… idk
But damnit i still hope all won’t go in the trash and either they will redo something new or idk gave us cinematics like for dark road… or maybe it will be incorporate into KHIV.. idk
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​HOW I AM SUPPOSED TO GOT THE LORE OF MY FAVE CHARACTER HUH?! Not even even just Brain but many mysteries and other characters between KHUX and KHDR! And I’m sure it would be link with current era too.
I can’t believe I woke up at 6am to this on my day off...
Well I guess we finally got news in the end right?! YEAH THE WORST KIND OF FREAKING NEWS EVER!!!!!
😤😩I’m mad and disappointed. Even if well it was to sadly except I suppose.. and I’m also have awake so it helps.
I still hope we’ll get this story one way or another. And actual good news soon.
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Goodbye for now Missing Link. And to what you could have been.
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xbuster · 18 days ago
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WHAT DO YOU MEAN AKIHA DRESSES UP AS KOHRAN WHILE OKITA SOUJI RIDES A KOUBU FROM SAKURA WARS IN KOHA-ACE
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cometrose · 1 month ago
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KINGDOM HEARTS MISSING LINK WILL BE MISSING FOREVER
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s735 · 2 years ago
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8/26/23
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projectwishgranter · 2 years ago
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Gobbo Fight! SellSword is still very early in dev but it's getting there.
Check out my other game EverCrawl on iOS and Android!
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sonichedgeblog · 1 year ago
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When I'm not running this blog, I'm a game designer, and my next game is about to be released soon Pre-registration for Ready Set Golf is now open on Google Play! DBring the party to the putting green with your very own disco ball bonus gift! If you like this blog, please do me a favor and pre-register it! It helps a lot with promotion, and my job!
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aylameridiandrawsstuff · 1 year ago
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Our game is coming out of beta and entering blessed early access in just a little over a month!
Imagine if Dark Souls was a merge game... what it look like?
no microtransactions/dark patterns, obviously
a deep story told through potentially untrustworthy characters and item descriptions!
a beautiful and somewhat post-apocalyptic world to explore!
a story that actually ends
NG+
So we made a merge game that has all these things! Also, there's a crafting system!
AND YOU CAN PLAY THE BETA ON iOS NOW!!!!!!!
BEHOLD! the testflight link: https://testflight.apple.com/join/MgNOJNqb
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(these are some of the assets that we're adding in the next update!)
Seriously, even if you think merge games are the worst thing ever, you might actually like this one!
And if merge games are your vibe... there's no energy limit in this one... ;)
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pickypickypeak · 9 months ago
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devastated by the cancellation of disney mirrorverse and realizing we’re never getting mirrorverse megara
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game-development-service · 7 months ago
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Top Mobile Game Development Companies to Hire for Your Next Money-Making App Idea
The mobile gaming industry has evolved into a multi-billion-dollar sector, driven by creativity, the latest technology, and innovative gameplay. If you have a great app idea that could become a successful, money-making mobile game, then selecting the right mobile game development company is a critical first step. The right team can turn your idea into life with a refined, engaging game that is…
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mostrovskaa · 1 year ago
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And here's the final part of my project - Urnfield! Some character designs alongside a link to a flipbook with the full project document to look through! (unfortunately the text is only in polish but i hope you all still enjoy the visuals!)
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loressa · 3 months ago
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HUGE update to my old jam game Succor!!!
Finally getting back to coding after some pretty rough health setbacks (to the point where I couldn't sit at a computer and was worried my brain had been permanently downgraded). Things are still not as quick and snappy as I remember myself being, but I am reveling in progress and am excited to be back to making artsy games!
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technicallylovingcomputer · 3 months ago
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How to Balance PvE and PvP in MMORPGs
 Creating a successful MMORPG requires careful attention to one of the most challenging aspects of MMORPG game development: balancing Player versus Environment (PvE) and Player versus Player (PvP) content. When these two gameplay pillars are properly balanced, they create a rich, dynamic world that keeps players engaged for years. When they're not, your game can quickly lose its player base.
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Why Balance Matters in MMORPG Game Development
MMORPGs thrive on diverse player preferences. Some players love raiding dungeons and defeating epic bosses, while others crave the thrill of outmaneuvering human opponents. The most successful MMORPGs don't force players to choose—they create ecosystems where both playstyles can coexist and complement each other.
As experienced developers know, imbalance can lead to serious problems:
Player exodus when one type of content receives preferential treatment
"Dead" game areas when certain content lacks meaningful rewards
Community division between PvE and PvP players
Power imbalances that make content trivial or frustratingly difficult
Core Principles for Balancing PvE and PvP
1. Separate Skill Systems When Necessary
One fundamental approach in MMORPG game development is implementing different rules for skills in PvE versus PvP contexts. Many abilities that work well against predictable AI enemies can become overwhelming when used against other players.
Consider World of Warcraft's approach: many crowd control abilities have different durations when used against players compared to monsters. This simple adjustment prevents PvP matches from becoming frustrating stun-lock festivals while still allowing those abilities to remain useful in dungeons.
2. Create Meaningful Progression Paths for Both
Players need to feel their preferred gameplay style offers legitimate advancement. A common pitfall in MMORPG game development is making the best gear exclusive to one content type.
Guild Wars 2 solves this elegantly by offering multiple paths to equivalent gear. Whether you're exploring story content, raiding, or competing in structured PvP, you're making meaningful progress toward your character's growth.
3. Design Complementary Reward Structures
Smart reward structures encourage players to engage with both content types without forcing them into gameplay they don't enjoy.
Final Fantasy XIV implements this brilliantly:
PvP offers unique cosmetic rewards and titles that don't affect PvE power
PvE progression rewards that remain relevant to casual PvPers
Seasonal PvP rewards that maintain engagement without creating power imbalances
4. Consider Scaling Systems
Scaling systems are increasingly common in modern MMORPG game development, allowing characters of different power levels to compete on more even terms.
Elder Scrolls Online's battle scaling system normalizes stats in PvP areas, ensuring that gear differences matter but don't make fights impossible. This approach lets newer players participate while still rewarding veterans' progression.
Technical Implementation Challenges
Skill Effect Modifiers
Implementing separate modifiers for skills across different content types creates additional complexity. Your system architecture needs to support contextual rule changes that can dynamically adjust how abilities function based on whether they're being used in PvE or PvP scenarios.
For example, a stun ability might last 5 seconds against a dungeon boss but only 2 seconds against another player. These contextual adjustments help maintain balance without creating separate ability sets.
Data-Driven Balance
Successful MMORPG game development requires continual refinement based on player behavior data. Implement robust telemetry systems to track:
Win rates in different PvP brackets
Completion times for PvE content
Class/build representation across content types
Economic impacts of different activities
This data forms the foundation for informed balance decisions rather than relying solely on player feedback, which often skews toward the most vocal community members.
Case Studies: Learning From Success and Failure
Guild Wars 2: Structured PvP Success
ArenaNet's approach to structured PvP in Guild Wars 2 represents one of the most elegant solutions in MMORPG game development. By completely separating PvP builds and gear from PvE progression, they created a truly skill-based PvP environment while allowing their PvE systems to scale naturally.
World of Warcraft: The PvP Power Experiment
Blizzard's introduction of PvP Power and PvP Resilience stats was an attempt to solve balance issues by creating separate gear progressions. While theoretically sound, this approach created problems:
Players needed separate gear sets for different content
PvE players felt forced into PvP to remain competitive
The system added complexity without solving core balance issues
The eventual removal of these stats and return to unified gear with contextual modifiers proves that simpler solutions are often better in MMORPG game development.
Integration Strategies That Work
Territorial Control With Benefits
Territorial PvP becomes more compelling when it offers benefits that extend to PvE gameplay. Black Desert Online uses this approach effectively, with guild warfare providing economic advantages that benefit both PvP-focused players and their more PvE-oriented guildmates.
Optional Flag Systems
Many successful MMORPGs implement flag systems allowing players to opt in or out of open-world PvP. This creates natural tension and excitement without forcing unwilling participants into combat situations they don't enjoy.
New World's territory control system exemplifies this approach, making PvP meaningful while keeping it optional for those who prefer PvE content.
Common Pitfalls to Avoid
In MMORPG game development, certain design decisions consistently lead to balance problems:
Making the best PvE gear require PvP participation (or vice versa)
Balancing classes primarily around one content type
Allowing gear advantages to completely overshadow skill in PvP
Creating "mandatory" grinds across content types
Neglecting one content type in major updates
Finding the Sweet Spot: Blending Content Types
The most successful MMORPGs find creative ways to blend PvE and PvP content:
ESO's Cyrodiil combines large-scale PvP with PvE objectives
FFXIV's Frontlines mixes competitive objectives with NPC enemies
Guild Wars 2's World vs. World incorporates PvE elements into massive realm warfare
These hybrid approaches satisfy both player types while encouraging interaction between different playstyles.
Conclusion
Successful MMORPG game development requires treating PvE and PvP balance as equally important, interconnected systems. By implementing contextual modifiers, separate progression paths, and data-driven balancing, you can create a game world where diverse player preferences are respected and rewarded.
Remember that perfect balance is never achieved—it's an ongoing process that requires constant attention and adjustment based on player behavior and feedback. The most successful MMORPGs view balance as a journey rather than a destination, with each update bringing the game closer to that elusive equilibrium that keeps all types of players engaged and satisfied.
By focusing on systems that allow both playstyles to thrive without undermining each other, you'll create an MMORPG that stands the test of time and builds a loyal, diverse community.
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