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Monday 26 October 2009

Quitting The Day Job

At about the time Ancient Frog came out, I started a new job for 4 days a week. I'd always assumed Frog would would be a slow burner if it burned at all, and the early app store gold rush hoopla had pretty much passed me by, so a bit of steady income seemed like a good idea. The job involved creating museum digital interactives, which I'd done before and enjoyed, and working for a guy I'd worked for before and liked.

As it turned out, Ancient Frog was featured by Apple and so made the majority of its sales in the first couple of months, and the museum job turned out to be a bit more workaday than I'd hoped. And the trouble with working for someone you like is that you can't just tell them to take their job and shove it when you decide it's not to your liking.

So what with one thing and another, I've been looking forward to the time when I'd be free of external obligations and able to jump back into the games. That time has finally arrived. I spent the day working on the core technology for my new game.

Spring has arrived in my adopted hemisphere, and I do enjoy a new beginning.

Saturday 3 October 2009

Nearly there...

Back from an extended visit to the UK. It was good catching up with all the people I haven't seen since I moved to NZ, and showing off the son and heir.

I'm rapidly approaching the end of some paying work, and when it's finished I'm planning to go full time on Ancient Workshop. It's been really annoying this year, watching opportunities drifting past for my own games while I work on somebody else's stuff. Definitely time to give it the attention it deserves.

Meanwhile, here's Ancient Frog on a list of "10 of the Most Beautiful iPhone & iPod Touch Apps" - makes my day.

Tuesday 25 August 2009

Level 80

By request...

Saturday 22 August 2009

1.10

I'm continuing to eke out Ancient Frog's tail with little incremental bumps. 1.10 adds another level. I'll probably keep going at this rate on it for a while yet, giving me some space to get the last of the museum work out of the way and finish up at least one other platform.

I'm champing at the bit to get going on something brand new and shiny, but while there's still life in the Frog, it makes sense to feed it.

Tuesday 11 August 2009

BritishIndie.com

I was interviewed at BritishIndie.com - I have a bit of a grump about working in the games industry, but it's all better now.

Monday 27 July 2009

1.09

Removing the free version had no immediate effect. Sales trundled on unchanged for about a week, then started dropping - which they were probably due to do anyway. I put LE back on the store, and have released the 1.09 update.

1.09 contains a brand new level (albeit in an existing habitat), as well as the latest version of the Ancient Engine.

Thursday 16 July 2009

Fiddling with the App Store

Sales of Ancient Frog are at a stable level at the moment, with no new reviews or updates to perk them up (the 1.08 update was completely buried in the 4th of July glut). It seems like a good time to try removing the free edition (Ancient Frog LE) from the App Store, and seeing what effect that has. I've been unconvinced by its value as a sales tool - for a start, sales dropped when I first released it - so I'd like to do a little more investigation.

I wouldn't rule out putting the light edition back in the store if it seems justified, but I'd like to give it a while to let any latency work its way through the system.

Monday 6 July 2009

1.08

1.07 was so long in Apple QA that I'd finished a nice clutch of UI improvements by the time it came out. I decided to push it through immediately, to see what would happen if I got out an update while the boost in visibility was still in effect from the previous one - whether there'd be any advantage to it. As it turned out, it got buried in the mass of updates they got through while clearing the decks for the 4th of July (apparently some sort of cause for celebration in the US), so it didn't really do me any good.

1.08 fixes some nasty flickering that could happen when turning the page in the UI, improves performance (or at least battery life), and adds better feedback to the buttons. The buttons in the game started life on a mouse-based machine, and they didn't give terribly good feedback when deprived of a mouse hover condition. This meant you could be left wondering whether you'd actually pressed them or whether the game had hung or what. Now there's a glow effect that pops up the moment they activate, and stays there if the game has to lurch for a moment loading data. It's something that really should have been in from the start. Better late than never.

I haven't started on the next update, but there will be one. It seems to be the most successful way to keep the game visible. Downloads of Ancient Frog LE show a step up followed by mathematically perfect logarithmic decay after an update. (Downloads of Ancient Frog itself are low enough that the noise spoils the perfection of the curve.)

Monday 22 June 2009

1.07

1.07 - The Hints Version - has been languishing in Apple QA for a while now. I guess they're snowed under with 3.0 / 3GS business.

In the end I went for a system which offers hints via a question mark in the top left corner, but it only appears when you've taken significantly more than the par moves, or reset the puzzle. You can make it appear immediately from a button in the daisy menu. The idea is that if you're doing fine you won't be bothered by it. If you're struggling, you're offered some help.

There's a couple of levels where the frog's feet can get in the way of the hint button. I make the button disappear in these cases. It's not ideal, but I'm hoping that in actual use nobody will encounter this limitation. If I'd designed the button in from the start, I'd have just dropped the levels that clash, but I don't want to go removing content from installed games.

Pressing the hint button once gives you an intermediate goal position to aim for. Pressing it again gives the best move to take next. Pressing it a third time hides the hint.

Once you've reached the hint position, it disappears. If you still need help, you have to press the button again. I'll just have to see if this works in the wild - it may be that when people turn to the button for help, they want to be led through the entire solution. I'm assuming they only want a kick in the right direction.

If you've taken a hint during the game, you won't get a yellow flower in the garden, even if you come in with a perfect score.

I'm curious to see how this version fares. If you have any opinions on it, I'd love an email or blog comment about it. (Or just write an app store "* - why dose this app evan exist?" review.)

Meanwhile, 1.07 has been in QA so long that I'm nearly ready with 1.08. There's a bunch of niggly performance / feedback stuff that I've finally got round to fixing, which should make the buttons feel more responsive (and in some cases actually be more responsive).

Thursday 21 May 2009

hints

A 'hints' button is probably the most requested new feature for Ancient Frog. Time spent on free updates for Frog is time not spent working on the next game, but since each update gives me a little bump in sales, I'm going ahead and adding this feature. Having hints will also mean I can put some harder levels in the demo without (I hope) alienating people - I'm hoping this will make the demo a more effective sales tool.

It's an interesting problem to tackle, though. I'll start with the technical, and move on to the presentation.

The first thing that's needed is for the game to be able to work out what the best move to make is. This turns out to be really hard. A typical puzzle takes about 20 steps, and each pose can typically reach about 16 other poses, so that makes about 10^24 possible moves to search through. If it takes one microsecond to check a move, it would take about three times the age of the universe to find a solution.

Now, real puzzles don't allow the full range of movement at every step (they wouldn't be very interesting if they did), and there's a whole bunch of optimisations and shortcuts you can take to discard obviously wrong solutions. During development I wrote a tool to check the solutions to every level, and on a fast dual-core machine with 4GB of RAM, I have to leave it running overnight to verify all 100 levels. Some of them it can solve in under a minute, others take over an hour.

Clearly, this isn't going to work on the iPhone.

So what can I do? Well, I can store the solution that was calculated during the build process, and lead the player through that. But that only works if they're at the home position, and if they're looking for hints it's probably because they've tried a load of stuff and got stuck. I could make the game insist that they reset to the start before getting a hint, but that's not very elegant.

A better solution is to search backwards through the cached solution, looking for poses which are reachable in a couple of moves from the current pose. If we find one, we pick up the solution from there. That's great, but it only works if the player is on pretty much the right track. If they've gone off down a dead end, this system won't be able to find a pose in the solution that's close enough to their current position, and we're back to requiring a reset.

Luckily, we have another useful list of valid moves - the undo buffer. Because Ancient Frog stores every move to allow the player to step backwards, the hint system can use that. It just needs to search backwards through the undo buffer, and for each pose, search back through the solution to see if it can step from the one to the other. In the worst case, it would move back through the undo buffer right to the start, and then forward through the cached solution to the end. In practice it can usually get onto the solution after just a few steps back.

As a final refinement, it looks for shortcuts in the undo buffer (the player may have spent some time going in circles, or taking several moves to reach a pose right next to an earlier position), and trims them out.

That's the stage I've just finished. I can press a button, and the game will show me the best next move. It's pretty effective too - I've tried tying it up in knots, and in my testing I haven't been able to create a situation where it seems to be taking longer to get back on track than I'd expect. It won't always get the perfect solution from a pose several moves in the wrong direction, but it does a pretty good job of it. And if you start from the beginning, it will always lead you down the optimum path.

So that's that problem solved. But the aim of the exercise is not simply to find a solution and lead the player through it - it's to provide a hint. What I want is to provide an intermediate goal for the player to aim at, which will help them on their way. One of the criticisms levelled against the game in some of the App Store reviews was that playing it is a matter of trial and error rather than problem solving. That's not the experience I want people to come away with - clearly I haven't done a very good job through the level progression of teaching the tricks of the game. The hint system gives me another shot at it.

In each level there is usually one (or more, in harder levels) core move that holds the key to solving the puzzle. One that I use a lot is the sidestep across a gap:

The key to solving this type of puzzle involves getting into a position such that the hands can plant on either side of the gap, with enough room to swing out of it on the far side.

What I want my hint system to do, then, is identify these core moves, and show them as the intermediate goal. I don't want to manually tag the move for each of the 100 levels (and not just out of laziness - if the player is coming from a position off the cached solution, their core move may be in a different position). So how do I automatically identify it?

I'm currently experimenting with this, and it seems that the foot moving a particularly long distance in one go is a good measure of a core move. But there's work left to do in balancing how many moves ahead to limit the hint to, against how important the core move is. I'm also undecided about whether I should be showing the pose immediately before or immediately after the core move.

The remaining tasks required by this feature become easier to implement technically, and harder to design from a useability standpoint. For instance, I need to decide when to show the hint button - should it always be visible, or only appear if the player is struggling? How do I define struggling? Resetting the level is a good indicator, but some players don't even realise they can do that. When the button does appear, where should it go? only the Daisy corner is in clear space - anywhere else, and I'm in danger of covering up a peg. How do I mark puzzles that were solved with hints? I don't want people to feel they're being penalised for using a feature they were offered, but I've also had emails from people who've been solving the game the hard way and don't like the thought of other players just being handed the solution on a plate.

These are all surmountable problems, and I look forward to fiddling around finding the most elegant solution. But I thought it might be interesting to show what goes into satisfying a request as simple as 'add a hint button'.

Alongside this work, I'm also knocking the PC version into shape for a slightly unusual potential platform - more details on that when it's not a secret any more!

Saturday 16 May 2009

level 79

I had an email from a player who's solved every level at par, except for 79 which he couldn't do in under 26 moves.

Sorry Philip, it is possible.

An impressive achievement nonetheless! It's clearly time I made some new levels...

Wednesday 13 May 2009

Off Sale!

Results of the sale:

  • Day 1 - sales sharply up, with the increase in volume more than making up for the decrease in price
  • Day 2 - sales down, revenue back to where it was the day before the sale
  • Day 3 - started losing money, stopped the sale.

So that was an interesting experiment. Even with Ancient Frog featured in 'What we're playing' with a big red 'SALE!' sticker across it, lowering the price lowered the revenue.

The logical thing to try next is raising the price. I think I'll have to couple it with some upgrades though - new features, and maybe a bunch of new levels.

This business stuff is quite interesting, but I'm definitely happier (and better at) making games than selling them.

Saturday 9 May 2009

On sale!

I had a bit of a jump in sales. It took me a couple of days to work out why (please, Apple, give me some stats!) - Ancient Frog has reappeared in 'What we're playing' on the App Store. So I thought I'd take advantage of that and the bump I expect to get from 1.06 coming out, and put it on sale. See if I can ride it up the charts a bit and make it stick for while.

I've dropped it to $2.99. Of course, I could just make 40% less income now.

I won't keep it on sale for long - and it'll be very short if it doesn't look like the volume is making up for the drop - because I don't see how such a low price can be justified in the long term. Still, the App Store has surprised me before - when I started work on Ancient Frog, I never imagined it going for $5, still less breaking even at that price.

Sunday 3 May 2009

The Demo

I never did write a follow up post about the result of releasing the demo.

The reason is that I'm not really sure what effect it had after all. It certainly didn't reignite sales of the full version - shortly after the demo came out, sales dropped right down to a trickle. On the other hand, I'm not convinced that the demo is to blame - downloads of the free version are also pretty dismal, so I don't think people are getting that instead of the full version.

Sales were heading down anyway when I put the demo out (that's partly why I did it), and I think that as it dropped out of the charts, that accelerated its decline.

It's all just conjecture - I have no traffic stats from the App Store, so I'm just left guessing at what causes the effects I see.

I'm pretty happy with how the game did overall - featuring on the front page did it a world of good - but it would be good if I can stretch its tail out a bit longer.

A few more articles like this: http://www.msnbc.msn.com/id/30508084 would do nicely.

1.06

1.06 is on its way through Apple. No exciting new features in this update, but lots of worthwhile performance optimisation. If you'll indulge me for a moment, I'll get a bit geeky about it:

I developed Ancient Frog on a second generation iPod Touch, and didn't really pay enough attention to the difference in hardware spec between that and the iPhone. When I got my iPhone, I was slightly disappointed by Frog's performance on it. So I made fixing that the focus of this update.

The first thing you should notice is that the loading time is a lot shorter. It was spending fully 2 seconds loading one of the data files, and I've dropped that almost to nothing by changing the format of it. The problem was that I was using human-readable xml,which is a good, robust, extendable, portable way of handling data. It's just not the most efficient way. Now that Ancient Frog is finished (barring these continual updates!) I was able to simplify the data to a binary format by making explicit certain assumptions about it. For instance, from now on, frogs have to have exactly 4 legs. So if you were holding out for a 'centipede' level, I'm sorry.

Most of the runtime optimisations I made involved improving the performance of my lower level maths functions.

My maths library has a SinCos() function, but on architectures which don't have a sincos instruction in hardware it was just doing a simple sin() and cos(). I replaced that with a single tan() (plus some quick maths).

When you're pulling the frog's legs around, it's doing a hefty bit of work to calculate where the joints should go to respond to your movements. This involves a lot of checks on the angle between two vectors. Originally I was doing this naively with two atan() calls, but a bit of head scratching showed me that I could do it with just one (plus some quick maths).

I also moved to using a fast approximation for the atan() function, and discovered that the loss of precision didn't matter.

I then spent a while repeatedly looking at which function was at the top of the profile, and hitting it until it wasn't. There's pretty much no end to how long you can spend doing that, wringing ever smaller gains from the code. After a bit I decided enough was enough.

The upshot is that the iPhone version is now as responsive as the Touch version was. The limiting factor now is the rendering performance - there's a large amount of overdraw required to give Ancient Frog that rich glowing look, and since it's not a twitch game I'm prepared to accept it dipping below 30fps.

The one thing that bugs me is the shadow of the frog itself. It uses an approach (multiple z-buffer renders) which is simultaneously cheap (visually) and expensive (computationally). A better approach using FBOs is just a bit more work than I think the end result would justify, so I haven't touched it, but I may come back to that. The thing I do like about the current shadow is that it gets softer-edged the further away the body is from the leaf. But the effect is so subtle, I think you're only likely to see it on the last 3 levels (with the Mystery Frog).

Tuesday 28 April 2009

level 62

By popular request (well, by one request), here's the solution to puzzle 62 - the Corroboree level from Ancient Frog LE.

I think I made a mistake in using the perfect solution as the par value. The game would be less frustrating (and a bit richer) if the par value reflected a really good but not necessarily perfect solution, and if it were then possible to come in under par. Players wouldn't be banging their heads against the wall on the really nasty levels, and there'd be a feeling of having beaten the game if they got a better score.

There's a fair bit of smoothing out of the progression and difficulty in general that I'd like to do now that I've seen it played by a much broader base of people, but I don't like to change a puzzle that someone is in the middle of at the time the update goes out.

Meanwhile, 1.06 is getting ready to release. The trouble with optimising is that there's no absolute end to it, and once I've started I find it hard to stop.

Thursday 16 April 2009

1.05

I've just uploaded version 1.05 to the app store. Expect it to come out the other end of Apple's QA in about a week.

It took longer than I'd hoped (the joys of fatherhood!) so I bumped some of the features I wanted to a later update (hints, a prettier garden, performance improvements). What it does have is a spiffy new page-turn effect (it's cooler than it sounds!), and an action replay feature.

Action replay was suggested by player 'Cogunn', and I kicked myself for not thinking of it first. If you've been struggling for hours on a particular puzzle, the petal shower is a meagre reward. Now you can press the little 'replay' button (top right, during the petal shower) and watch the frog retracing your footsteps.

The replay function in the original Civilization was one of my favourite parts of the game, and I was always disappointed that they dropped it for the sequels.

Wednesday 1 April 2009

1.04

Version 1.04 is up, and my iPhone has arrived, so I was able to check that the silent switch now works. (It does!)

The Light Edition, Ancient Frog LE, is also live on the app store! It will be interesting to see what effect a free demo has on sales. Some people swear by them, some say they cannibalise your sales. The next few days' stats will be interesting to see.

level 88

This wasn't requested as such, but it's a tough one, and a good puzzle to illustrate how the game is played.

A lot of puzzles have this core element - there's a gap across the board of one peg width, and to bridge it you have to arrange the frog so it can make a sidestep. In this case you have to sidestep across the gap more than once before you're in a position with enough room to make the turn to the goal.

Sunday 29 March 2009

splashing out

Apple finally sent out the financial reports for February. Still no actual money, but at least an indication that there will be some.

My iPhone game has made enough that I can afford to buy... looks around sheepishly... an iPhone. I've ordered a 16GB one in white.

I used an iPod touch during development, because it was the cheapest way to bootstrap myself into iPhone programming, but it meant that I have been unable to test the phone-only features such as the 'silent' switch. And so, not unexpectedly, Ancient Frog wasn't honouring it correctly. And so, also not unexpectedly, people were (quite understandably) complaining.

My reward for this sloppy quality control is a shiny new toy. Hurray!

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