Okay, it seems a number of people are either inadvertently misinterpreting or willfully misrepresenting my stance here, so for the record:
I am not claiming Tiny Wings is a “ripoff” or demanding a cut of the profits (or indeed making any demands whatsoever). Andreas Illiger deserves his due wealth and fame for the time and effort he’s put into Tiny Wings, and I wish to deprive him of neither. Independent of this fact, I would be very interested in seeing any previous game that features single-button controls and gravity manipulation to navigate procedural terrain as its central mechanic, as I have been under the impression that up until Tiny Wings that particular core gameplay was unique to Wavespark.*
While the design of Wavespark was in the works in some form for years, I spent only a week coding and polishing it, and that lack of investment is clearly apparent when contrasted with a highly polished and marketable game like Tiny Wings. The difference between Wavespark and Tiny Wings is indeed a great example of what Chris Hecker talks about in his Please Finish Your Game rant. Wavespark was coded in a week, and it shows. Wavespark, being one of the games that was brewing in my head for quite some time (and thus having a fair amount of “idea polish” but no “implementation polish”), got a degree of recognition and praise that surprised me at the time, including much clamoring for iPhone porting.** In hindsight, it turns out I wasn’t surprised enough by the enthusiasm for Wavespark. It was only the fourth weekly game I’d made, and I would have felt silly dropping my weekly game commitment four games into the project to focus on polishing up one of those games.
Much to my chagrin a year later, it seems that would have been the correct decision, as a game with the very same core mechanic is now the top-selling iPhone game in the app store. A day of reflection has tempered my shock and indignation into ruefulness more than anything; had I made different decisions (and had a Mac to develop on, a budget to hire an artist, and the cynicism to bank on selling Yet Another Game With Excessively Cute Birds, but yeah) that could easily have been me with the latest hit mobile game.
Where do I go from here? Well, I have of this writing 45 little weekly games completed, at least half of which are decidedly lackluster in my opinion. But there’s at least a few of which have a compelling enough gameplay core to perhaps become commercially successful games in their own right. (Hopefully I’ll get to them before someone else does, if I choose that route.) I intend to continue publishing small games on here occasionally, fueled by donation titles, competitions like LD48, and whatever other nifty ideas happen to inspire me. I’ll keep looking for a way to pay the bills, of course; ideally with game design, though I’ll settle for soul-crushing retail work if need be – Portland’s a truly lovely city, but not exactly the best place to be unemployed right now.
To my loyal fans – thanks for sticking around. Your feedback and enthusiasm, to no small extent, is what keeps me going with this.
To my loyal trolls – I am inspired by your passion for my website. Seriously, there was one dude who stuffed my moderation queue with no less than seven comments full of spite and insults under various names and email addresses. If that’s not dedication, I don’t know what is. And such eloquence! “Nathan, you are a cry baby. Your game Wavefart, looks like shit.” Mark my words, friends: this is the writing of a man who has a lengthy and successful career in playground bullying ahead of him. (Regrettably, I had to IP-ban the fellow because the constant comment notifications were interrupting my D&D game. So it goes.)
One further note: my previous post attracted a lot of commentary, and the configured comment protocol for this site is to hold comments for moderation unless they’re from a previously-approved poster. (Mostly I do this to spare you folks the playground insults.) If you had something substantive and civil to contribute to the discussion and it hasn’t shown up yet, I apologize for overlooking it in the deluge. I’ve withheld some specific comments that were either inflammatory or redundant (I woke up this morning to six consecutive comments in the queue about sin(Surfing)), in order to try and keep the discussion polite and productive – but rest assured that I do my best to read everything submitted, and it’s all archived for posterity.
*Thanks to those of you – at least, the less vitriolic of you – who pointed out sin(Surfing); after a fair amount of struggling (turns out that XNA is very finicky about its version numbers) I’ve managed to get it running on my computer, and after playing around with it a bit there do indeed to be some similarities, although the game as a whole reminds me of Uniracers more than anything with how the tricks work. The sticking-to-hills mechanism caught me by the most surprise, as the corresponding mechanic in Wavespark was actually initially a bug that arose intermittently in early development, due to how ground collision was calculated when transitioning between segments. After much frustration fixing said bug, I wound up eventually re-adding the “sticking” behavior when the gravity button was held while going over a peak, as it was too easy to lose speed to short hops otherwise.
**There was in fact an iPhone port underway at one point, but that project fell through. Turns out one shouldn’t mix business and personal relationships; yet another lesson learned the hard way in the course of weekly game development.
That’s all great and all, but what are you doing to enter the iOS market? Are you bringing Wavespark or other games to the Appstore? Are you going to put work into it?
Maybe you should join the Toucharcade forums and Neogaf forums and put forth your case or at least say what’s up. They are very open to indie developers, especially for iOS.
http://forums.toucharcade.com/showthread.php?t=85047&highlight=objective&page=20
http://www.neogaf.com/forum/showthread.php?t=405311&page=251
I don’t currently have the needed resources for iOS work available to me, but I’m renewing my efforts on Android development.
The impressions I’ve gotten of the visitors from the Neogaf and Toucharcade fora have not been terribly favorable.
I personally prefer wavespark over Tiny Wings. I prefer the mechanics of wavespark. The pointed terrain in wavespark is more fun to play on, and the rounded-top hills in Tiny Wings can feel a bit repetitive at times. I prefer the small ball on a large terrain over the large bird on a terrain that is not so large compared to wavespark.
Nathan McCoy, I’m sure that represents a small subset of the entire forums. I think they speak highly of both your game and Tiny Wings. Plus they tend to promote any dev who participates on the forums. They are the biggest online buzz for iOS games. You should join up.
As for resources, yeah, you don’t have a Mac, so eventually you’ll need access to one. Android is a sea of garbage in my honest opinion, it’s mostly free apps over there, those cats hardly pay for anything. Paid apps thrive in the Appstore.
Nathan G, I have no idea what you are talking about. Complaining about rounded hills being repetitive??? Preferring small balls over birds???
Yikes. Looks like you got a real firestorm of Internet Denizens over that. For what it’s worth, I’d be first in line to buy a full-featured Dragondot game. Although, I don’t own any smartphones…
Just wanted to say as a nub developer(and new blog follower!), it is nice to see someone like you still striving for the best and not letting ‘bullies’ bring you down.
Keep up the great work!
Nathan, I’m happy to discuss investment terms with you if you want to get the resources for iOS dev.
yrs–
–Ben
Nathan, I’d like to hear what you would ACTUALLY do to improve/ polish your game for an iOS relief. Or would you release that line graph game as is?
Ben Lehman, don’t waste your money.
Hey, troll. I realize you probably won’t be back to this site, but I have some experience in investing in games and I’ve yet to lose money at it. Nathan has good instincts as a game designer; he just needs to work on polish and platform development. I doubt I’d lose money on an investment in getting him a mac mini and iPod touch, plus maybe an artist.
yrs–
–Ben
Really, what games have you financed?
And if you really are going to throw in with Nathan I’d say you’re a fool. A smarter thing to do would be to try and scoop up the Tiny Wings dev before Chillingo or somebody else does. But I guess a developer who spends time sitting on his fat behind on games with 7 day long dev periods for YEARS without thinking of bringing them to emerging profitable indie markets, well, maybe the two of you deserve each other.
Have fun living off flash ads for the rest of your lives.
Here’s one betting “Willborrow” has never invested more than $.99 on a game…. development or not. In fact, I’d be willing to bet he knows more about piracy than game development.
Hey Ben,
Get him a composer too, i.e. me!
I think Nathan is a solid designer to invest in. Are you for real with this cuz that would be pretty awesome.
Peace,
-John
“I would be very interested in seeing any previous game that features single-button controls and gravity manipulation to navigate procedural terrain as its central mechanic,”
Surely you’ve played one of the plethora of “Helicopter” games over the years? That description fits the “genre” perfectly. I figured Wavespark was inspired by it.
But yes, having just looked up gameplay, this is certainly a clone. This happens quite often, or worse, direct copies including artwork. This is one of the reasons I’m really hesitant to start a blog of my game protoypes. Bleh.
To Ben Lehman, John Axon and the others siding with burnout Nathan Mccoy and claiming you’ll work with him: I dare you all to collaborate and come out with ONE game in the Appstore within a year’s time.
That’s right, get off your ass, provide funding and hire an artist (Ben Lehman), write music (John Axon) and program something at least decent (Nathan Mccoy). Then promote the game at different iOS websites (IGN, Pocketgamer, Toucharcade, Touchgen, 148apps, AppAdvice, etc).
Get it out by March 2012, I DARE YOU.
I bet you’ll never post again.
Dear 69.251.217.80 (aka “choaffable from Neogaf”, “Arn (Cheif Editor, Toucharcade)”, “Ivit”, “Mallard”, “Arthur Miles”, “Sun Song”, “-GDO)”, “Wheelbarrow”, “Samuel Incarta”, and several others that didn’t get posted)…
Heh. Looks like my trolls are, in fact, a brigade of one. As to your challenge… Well, I think my response to that will be enough of an announcement to merit a post of its own in the next couple days.
And if nothing else, I’m rather impressed by your dedication – I think you’ve made more posts at this point than some of the regulars here.
Nice one, Nathan. I lolled =)
Nathan,
I am interested in speaking with you… we are looking to hire a third party developer to build a game for us.
thanks,
Michael
On iOS vs. Android … if you release a good game on Android you can make a lot of money nowadays. The Android platform is growing fast and games are few and far between. That’s why whenever a good game comes out there they jump on it like crazy.
Your games are awesome, ignore the vitriol. Wavespark shall ride again, on iPhone:
http://www.youtube.com/watch?feature=player_embedded&v=T_yDS7i-QBE