So, you’ve just been asked to develop an app for a client. You’ve been told that it should be simultaneously available for iOS, Android, and Windows 7. Your head starts spinning with the overwhelming responsibilities that you’re being asked to take care of – how can you possibly approach a project like this?
In fact – generally speaking – how is it that we’re supposed to develop for multiple systems? Especially when the creators of the devices that actually run the systems are encouraging us to approach development with entirely different protocols?
This time last year, John Torkington, Koriel Kruer, and James Steininger of White Lotus Interactive ran a successful Kickstarter to support the development of a first-person puzzle adventure game for the PC called XING: The Land Beyond.
The Kickstarter hit its reach goal of Oculus Rift support, so the trio’s spent a year now developing an environment-based world compatible with the latest in VR tech. I held an interview with them about what it’s like to put in days on end in a virtual world of their own design.
Since Apple’s App Store came into play in 2008, apps have quickly become a huge component of the software market. The demographics for software users – whether for casual gaming, image editing, or any other category – have changed dramatically. In the middle of all this commotion, a few people have become ludicrously wealthy, and a few million others have tried their best to do the same.
Before you can make your first million (or, for the more patient among you, your first ten bucks), it’s important to have a realistic grasp on the current state of the app marketplace. You also must know where your app sits within that context.
Carlos and Max Carrasco are Weird & Wry, a mobile dev team based in Barcelona, Spain. For the past year and a half, they’ve poured their time and effort into putting together a space-themed strategic building and exploration game called The Spatials.
At the beginning of May 2014, The Spatials was accepted into the App Store as a free, ad-supported iPad title with minimal in-app purchases. One month later: downloads and revenue have flatlined.
Weird & Wry’s story is far too common among indie devs. What went wrong here?
When you’ve finished developing your app and the time comes to share it with the world, it’s important to remember how important presentation is. A huge component of effectively presenting your product is using copy that’s strong enough to convert browsers into users.
Successful user interfaces are more important in casual games than in any other type of app. Creating an environment where users can easily enjoy straightforward, fast-paced exciting games is incredibly important.
You don’t want to have to navigate through half a dozen screens to start actually playing Candy Crush Saga. Likewise, you don’t want to have to wait for the game to load up again when you only had to come out of the app for a few minutes to answer a phone call.
Today, I’m going to discuss the elements of great user interfaces found in well-known and beloved (by some, at least!) casual games.
Thanks to living in a world where technology is increasingly present in our day-to-day lives, one of the biggest misconceptions about the average user is that they are more tech-savvy. The truth is that technology (both hardware and software) is heavily-streamlined for its purpose.
Building a mock user interface for your app is a critical step towards creating effective software of any kind. Yet, it can seem overwhelming to actually go about creating sketches of how our finished products will look.
These are the factors that you should take into consideration when creating your mock UI. We have also listed some great tools for getting the job done in a way that will best suit your app development process.