Appaloosa for WP7

lard666

New member
Dec 9, 2010
2
0
0
Sadly this project is no more. We were a dev team of 3 people who had about 3 months into Appaloosa. However, the slow build of the WP7 platform and some reported low sales numbers in the App Marketplace made it hard to justify the additional time needed to bring this title to market.

Was very hard to let go of so much work and creative energy.

Here is a walk thru of an alpha build. It definately shows what that phone is capable of pushing (forum is perventing the url, sorry first post).

img816.imageshack.us/img816/3521/32430348.mp4
 

emigrating

Senior Member
Jan 1, 2010
559
68
48
You're kidding, right?

The WP7 platform has had a faster uptake than both iOS and Android when they were first launched. As for marketplace sales, I don't know what numbers you have seen, but games is what generally sells well, especially ones with great graphics as they are not only used as a game but also as a "look at what my phone can do" kinda thing amongst the owners friends.

From the video, and with no background information available, it doesn't look like a game for me, but if it was performing well and priced correctly I would still probably pick it up.

Anyway, that's my $0.02.
 

FrozenLord

Senior Member
Feb 17, 2009
343
154
63
Hi there :)

However, the slow build of the WP7 platform and some reported low sales numbers in the App Marketplace[...]
I don't know exactly what numbers you are referring to, but I guess you mean LG's statement. Isn't LG maybe just part of the picture? There are Samsung and HTC that are currently the main sellers of WP7. (for the shares, look here: http://wmpoweruser.com/wp-content/uploads/2010/12/wp7oem.png)
Although I can't exactly be sure why LG is doing that bad (it might have to do something with the phone they offer...) - that's up for speculation.

I'd like to add that T-Mobile Germany just stated that they are ahead of their plans regarding WP7 sales (source: http://thenextweb.com/microsoft/201...-windows-phone-7-sales-are-ahead-of-schedule/ along with several other sites)

Personally, I don't get the impression that WP7 is doing badly.

Was very hard to let go of so much work and creative energy.
Judging from what is shown in the trailer, I'd say it's a great thing you did so far.
And I'd like to buy a version as soon as it is out ;) (I know that I am just one person - but there might be others who think the same)

Here is a walk thru of an alpha build. It definately shows what that phone is capable of pushing (forum is perventing the url, sorry first post).

img816.imageshack.us/img816/3521/32430348.mp4
Like stated above, it looks fantastic up 'till now.
I'd like you to continue your work :) and take this project all the way to the Marketplace.
 

tboy2000

Senior Member
Oct 21, 2006
2,269
422
153
London
Wow! That looks absolutely amazing.

Maybe this is a stupid suggestion but if you get it to be an xbox live game (they seem to do well) then it has every chance of being a success. Not sure how much Microsoft will take but worth consdering.

Good job!
 

bugsykoosh

Senior Member
Jun 16, 2007
727
4
0
I'm with you guys. I don't even know what this game is about but from the alpha build the 3D graphics look slick as hell. If you look at a game like Zombies!!! MS took it under its wing, gave it XBox Live integration and now it'll get a sh!tload of sales because of that. And that seems to be what they're donig with high performance games so it's worth pursuing...
If you write for Android you won't make money. No one buys anything on that platform. if you write for iOS no one will see your game in the sea of apps. WP7 still has potential.
 

~~Tito~~

Retired Forum Moderator
Jun 30, 2007
3,308
192
0
Moving this to SW development since this is an ongoing project. Once its in the "its an app" stage I will move it back to the release section.

~~Tito~~
 

lard666

New member
Dec 9, 2010
2
0
0
With regard to the kind words about the looks of the project, thank you.

The environment for level one (which was shown in the video in it's incomplete form) was 210K polygons.

Appaloosa is an old school western pistol pack'n arcade style shooter. It's based in a fantastic, toony, world centered loosely around America's late 1800's Old West. It's a rail shooter with shorter action-areas that can be completed in a single mobile time wasting session. So think western popup shooter crossed with Time Crisis; and add tumble-weed bonus rounds ala Galaga. It also had direct Face Book integration for quick posting of achievements. The game was to be priced at $.99 for each level (we were toying with the idea of releasing one level at a time, episodic style) or $2.99 for the complete game.

About WP7 being viable (currently, say this year 2011) to develop apps for... I don't see the indicators or hard data that proves so. And I'm not saying this with a confrontational tone, I just haven't seen any. I keep hearing lazy statistics (which are easily manipulated like, "fastest sales", "highest rate of apps", "most devs to date", etc.) and praise ("performing better then expected")... but the hard numbers are being held for some reason. I would bet no one had recovered their time investment for WP7 development yet, let along make a living from it.

Regardless, the numbers of phones sold is something to be mindful of, but more important is how the paid apps are selling. And the short answer is they aren't.

Games sell more then any other app and 'LIVE' games sell the most. We knew we would be dead in the water without 'LIVE' support, but when we spoke to a MSFT rep in Belgium we got the answer, "oh LIVE... yes yes, that is tricky. Probably can't get you LIVE status; that is reserved for the big guys. Let me know when your game is done, and I will see what I can do to push it up the list."

We were also in contact with a dev studio who's game has always been in the top 10 and has "LIVE" certification. Their game has sold in the tens of thousands; which doesn't even cover dev costs. Maybe the costs will be recovered over the next year. But that 'maybe' was a risk I couldn't take; not with a self-funded (sweat equity) game.

We weren't looking to make big bucks. Just wanted to be able to exercise our craft and make a living. Everyone on the team was willing to live on 1/3 a typical studio salary in exchange for creative freedom and a chance to gain from their own sweat equity. We all brought senior experience to the table (I've worked on Tomb Raider, Half-Life, Tribes, Tony Hawk, and others). Sadly, the numbers aren't there. Punch in some basic math numbers on keeping 3 people alive for a 9 month dev cycle; plus additional time for sales and payment, and it's just not an equation that balances yet. Unfortunately (or maybe fortunately) I'm bound by the realities of the real world, so at the New Year we had to evaluate the project progress and platform landscape.

If anyone has direct access to a MSFT rep, I would be happy to chat with them about bringing the game to market; Or point them to this post.

I guess the point of this post is that the phone is capable of pushing some great graphics and supporting original, mobile specific, titles of very high quality. But if a tiny 3 person team can't justify a 9 months development risk... then I see a chicken-n-egg scenario formed.
 

emigrating

Senior Member
Jan 1, 2010
559
68
48
@lard666 One thing you have not accounted for in your numbers are Xbox sales. I am assuming this is written in XNA which means you can release it on the Xbox with it's 30 million users and $1 billion revenue last year almost at the flick of a switch.

I'm not saying this means you would definitely recoup your costs, but I know quite a few people who have high-selling titles on XBL, so it is possible.

I'd also like to point out that regional MS reps are nowhere near as helpful as their US counterparts. We had more luck contacting US people directly than we did liaising with the Swedish reps. I cannot say for certain that this is the same everywhere, but I have had similar experience in two other European countries in the past.
 

buzzmanfly

Senior Member
Jul 21, 2009
102
1
0
Mississippi
Guess you didn't hear about the Nokia deal. Too bad you quit.

With regard to the kind words about the looks of the project, thank you.

The environment for level one (which was shown in the video in it's incomplete form) was 210K polygons.

Appaloosa is an old school western pistol pack'n arcade style shooter. It's based in a fantastic, toony, world centered loosely around America's late 1800's Old West. It's a rail shooter with shorter action-areas that can be completed in a single mobile time wasting session. So think western popup shooter crossed with Time Crisis; and add tumble-weed bonus rounds ala Galaga. It also had direct Face Book integration for quick posting of achievements. The game was to be priced at $.99 for each level (we were toying with the idea of releasing one level at a time, episodic style) or $2.99 for the complete game.

About WP7 being viable (currently, say this year 2011) to develop apps for... I don't see the indicators or hard data that proves so. And I'm not saying this with a confrontational tone, I just haven't seen any. I keep hearing lazy statistics (which are easily manipulated like, "fastest sales", "highest rate of apps", "most devs to date", etc.) and praise ("performing better then expected")... but the hard numbers are being held for some reason. I would bet no one had recovered their time investment for WP7 development yet, let along make a living from it.

Regardless, the numbers of phones sold is something to be mindful of, but more important is how the paid apps are selling. And the short answer is they aren't.

Games sell more then any other app and 'LIVE' games sell the most. We knew we would be dead in the water without 'LIVE' support, but when we spoke to a MSFT rep in Belgium we got the answer, "oh LIVE... yes yes, that is tricky. Probably can't get you LIVE status; that is reserved for the big guys. Let me know when your game is done, and I will see what I can do to push it up the list."

We were also in contact with a dev studio who's game has always been in the top 10 and has "LIVE" certification. Their game has sold in the tens of thousands; which doesn't even cover dev costs. Maybe the costs will be recovered over the next year. But that 'maybe' was a risk I couldn't take; not with a self-funded (sweat equity) game.

We weren't looking to make big bucks. Just wanted to be able to exercise our craft and make a living. Everyone on the team was willing to live on 1/3 a typical studio salary in exchange for creative freedom and a chance to gain from their own sweat equity. We all brought senior experience to the table (I've worked on Tomb Raider, Half-Life, Tribes, Tony Hawk, and others). Sadly, the numbers aren't there. Punch in some basic math numbers on keeping 3 people alive for a 9 month dev cycle; plus additional time for sales and payment, and it's just not an equation that balances yet. Unfortunately (or maybe fortunately) I'm bound by the realities of the real world, so at the New Year we had to evaluate the project progress and platform landscape.

If anyone has direct access to a MSFT rep, I would be happy to chat with them about bringing the game to market; Or point them to this post.

I guess the point of this post is that the phone is capable of pushing some great graphics and supporting original, mobile specific, titles of very high quality. But if a tiny 3 person team can't justify a 9 months development risk... then I see a chicken-n-egg scenario formed.