Merry Christmas & A Happy New Year

Wishing everyone a Merry Christmas and a Fantastic New Year 2012!

Merry Christmas

Mariam

Reasons not to play a game on mobiles

I was looking at my devices today and tried understanding my game playing behaviour.

Out of the devices I use, my iOS device has more games than any other device. Next comes the Android and Symbian devices where I have some games installed, but have never played them (don’t know why!!). Out of all the current 100 iOS games, I only play around 4-5 very regularly and another 4-5 occasianally.

So what is it that gets me to download a game but not play it? I thought through some of the points and this is what I think.

1. Creative Inspiration - So we’ve played Fruit Ninja, Angry Birds and Cut the Rope on the iOS platform. Now, do we really need a game with the mechanics of Fruit Ninja, bird characters from Angry Birds and a name inspired by Cut the Rope?.
If you’ve played “Cut the Birds” and you’ll know what I am talking about (the game is now taken off the App store and has another version Cut the Birds 2). One of the primary resons why games fail to connect with users is that they lack originality and just end up being poor imitations of successful IPs.

2. Herd Mentality – Farmville created history with online social gaming, but then more games decided to follow suit with farm themes or similar “Click and Collect” mechanics. And were they successful? Probably yes, but for how long is the real question! I don’t remember the last time I played a Facebook connected game because of the “Follow the Herd” mentality used while writing concepts.

3. Game Tutor – As a casual game player, I really don’t like a casual game constantly throwing pop ups at me to teach me how to play the game. It breaks the flow and can be very obtrusive. I think a casual game should be self explanatory or atleast with minimum non-obtrusive teaching.
Help pop-ups may sometimes be necessary for games, especially strategy and time management games, which are competitive and require a learning curve to progress, so I’m not completely averse to them.

4. Forgotten Icon – Many times when I reach out for my device to play a game, I notice installed forgotten apps. And then when I recall them after looking at them, I wonder if it makes sense to ever play them again.
Forgetting to play an installed app is nothing but a result of an average game-play, designed to be non intuitive, and not great enough to get us engaged after the first couple of minutes initial play.
Prototyping and testing an idea with people trusted for feedback is the best way forward. Being open to criticisms is only getting better at designing and developing a better game.

5. User Experience – I was playing a turn based game against the computer AI recently. I won’t name the game, but the mechanics were as simple as Tic Tac Toe. However, everytime I was to play a turn or the AI was to play a turn, I would have a big popup message thrown in front of me informing me that it was my turn or the computer’s turn to play.
This is an example of a terrible User Experience design because it ends up irritating me/the player with constant reminders during every turn. A definate reason for me not to replay the game.

6. Buggy Pop-ups – What happens when I am playing a game (Chess for example), and I play my turn before the game can alert me of my turn. Now the game logic gets stuck at this point where it has my turn pop-up to display on screen but knows in the background that it is the AI who will play next. My game hangs at this point and I’m stuck staring at a game screen where I can’t progress. I have to shut down the game and restart it.
Will i play this game again? Only if it has an addictive game-play and value for time.

7. Noisy Screechy SFX – One usually plays a game when they want to take a short break in-between or after work or sometimes as a part of their learning process. Poor sound effects or background music really make me shut down the game even if I really need to play it.

8. Where’s the Entertainment – Some games just lack entertainment. And I can’t define this any further. Game development is a coordinated process and going wrong in any of the phases can lead to a non entertaining game.

9. Non accessibility of content – Today most games are sold through mobile app markets. iTunes gives the easiest access to download games irrespective of the iTunes version or the device OS. Similarly Android too offers ease of use of the Android Marketplace. For the others, it’s not been very easy at all times.

Mariam

Flash vs Unity vs HTML5 at Nasscom GDC

The Nasscom GDC 2011 ended in Pune yesterday making it one of the well attended events in India. Since we don’t have many conferences like these happening here, it was great seeing this one unfold connecting the Indian gaming community on a single platform. It was also encouraging to see gaming now being accepted as an industry with students taking it up as a career option – something which did not exist some years back.

The 2 days of the event had back-to-back sessions covering various aspects of the state of the gaming industry, gaming platforms and technologies and sessions for budding entrepreneurs.

I was invited as a part of a panel discussion covering Flash vs Unity vs HTML5 and it was a fairly well attended session (we had 2 very competitive sessions running parallelly so a well attended session is a compliment!). It was great to see that most of the audience were into Flash development at some level and keen to know what the panel had to say about the three most spoken about technologies in the recent times. The panel came with their expertise and spoke about the strengths of the platform they specialized in.

HTML5 is a platform that Zynga believes will be the future with social games. They are already looking into it; their Words with Friends being a classic example of a successful HTML5 social game going cross platform.

Cha Yo Wo on the other hand felt that HTML5 has it’s disadvantages and is better suited for enterprise applications rather than game development, especially when getting it across multiple platforms. They had some good talk to share about their engine allowing easy porting of code across different mobile platforms.

Glu Mobile belives in Unity and had some good points to share about using the platform to develop freemium games.

I spoke about my experience of working with Flash on different platforms, specifically devices. My thoughts were that Flash developers have the advantage of taking their ideas to multiple mobile platforms through the Adobe AIR runtime, but that can come with some limitations. The native platform for devices offer more polished APIs than AIR thus giving it an edge over Adobe AIR. With the introduction of native extensions, Adobe AIR can open up better development options but that will only be known in time.

However having said that, HTML5 is an new standard for the web that developers can be excited about, especially since Apple has been talking about it for a very long time, Adobe is investing heavily in the tools, and companies like Zynga believe that they can push the envelope of online social gaming with it.

The consensus was that a developer should never be limited with an idea because a technology is known and comfortable to work with, instead choose tools and platforms that best help bring the idea to life.

Flash vs Unity vs HTML5 Panel at Nasscom GDC

Mariam

Nokia Developer Champion 2011-12

It feels great to be re-elected as the Nokia Developer Champion for 2011-2012; making it my fourth year this year.

Sending a big thanks to the Nokia Developer team for the re-election, running the Champions program and working with developers who they think can contribute to the platform.

This year is especially important because of the Microsoft Nokia partnership which will be key in getting the Windows Phone platform on Nokia handsets and further building the mobile ecosystem. The Nokia Lumia smartphones announcement is already a start to the exciting things in the future, so looking forward to it.

Mariam

 

Technology, Content, Products

For the past 2 days I’d been taking time off from my everyday work schedule and spending it at non tech events organised by Indiblogger -  a community of Indian Bloggers. The first was the launch of a new show on an Indian television channel called MasterChef India 2, and the second a new product introduction event by Dove India.

While both of these were non-tech events, I realized what an important role technology and social media plays in reaching out to an audience to help promote a product or television content.

Almost every blogger at the event was well connected with their latest device tweeting every moment of their experience through Twitter. There was even a moment where the hash tag #MasterChefIndia2 was trending in India due to the reach of the community present at the event.

Digital and phone cameras were working with draining batteries capturing every frame of the events so that bloggers could share them through Flickr or Facebook Albums. Everybody at the event was passionate about writing, blogging and owned personal blogs. Everyone connected, exchanged cards, twitter handles and blog addresses!

So while it was easy for me to believe that I was away from technology over the weekend, I was actually amongst real techies!

So cheers to the tech world we live in!

Mariam

Flash Facebook Cookbook Review

Facebook IS building the social web! It has more than 800 million active users and connects more than 500 million users monthly on its Facebook Platform through devices, apps and websites (source Facebook Statistics).

With such a huge demand for content on the Facebook Platform, the requirement for developers has also grown, thus leading to more learning material being available; material especially related to tips, best practices and simple guides to help one progress with the platform.

One of the newest resources for Facebook Developers is – the Flash Facebook Cookbook by James Ford. I received a copy of this book and decided to write a short review for it while reading it.

The Flash Facebook Cookbook contains around 60+ recipes for integrating Flash applications with the Graph API and Facebook. The recipes are simple and start with the basic explanation of Facebook and Flash integration. It graduates to moderate and complex examples such as News Feeds, working with the photo albums, uploading pictures, working with events and integrating HTML5 geolocation capabilities etc.

The book does not expect the developer to know the Facebook platform, but does expect some knowledge of working with Flash Builder and the Flex framework. It uses the Facebook Actionscript 3 SDK available from Github. Apparently this version is supposed to be more community driven than the official Facebook Actionscript SDK supported by Adobe and Facebook on the Google Code repository. I’ve always worked with the official version of the SDK, so I didn’t try using the Github version with the receipes.

I think it is fair to say that the book is a good resource for Facebook development on the Flash platform for the web and desktop. It does not cover the mobile platform, although a refined developer will be able to adapt the knowledge gained from this book to multiple Flash supported platforms.

Mariam

 

Adobe Edge and Flash – the coexistence!

“Flash is at the risk of being dethroned by the all new emerging HTML5 revolution!”

Well, something similar to the statement above is what I have been reading a lot lately. And this probably has to do with Adobe’s latest offering for web animations – Adobe Edge. I finally got it installed after a few hiccups and this is my initial impression after trying out a couple of amateur animations.

  • The Adobe Edge UI gives you a nice wide canvas to create animations. The interface has a stage, a timeline, a tool panel and a properties panel. Edge is great because it eases the production of animated web content which can be deployed and supported easily on multiple devices and platforms (iOS too!)
  • Adobe Edge is still in Preview, which means the team is expecting people to test it and provide feedback.
  • Adobe Edge is probably similar to what Macromedia Flash 3 was –  an animation tool still in its early phase.
  • Edge does not provide any means to edit the HTML file from within the GUI, however you can generate an HTML file and edit it in another software such as Adobe Dreamweaver.
  • There are very limited tools to use (only 4!) with an option to import image resources. An option to support the new HTML5 media elements such as video can be a great added feature!
  • The timeline can get a little different to work with initially, especially if you are comfortable working with Flash Professional.

Adobe Edge will definitely get interesting to work with as it matures.  As for Flash, I don’t see it going anywhere soon!

Mariam

Check out the Expressive Web Beta, an initiative by Adobe to showcase the modern web features!

Adobe Flash Platform Summit

It’s just one day before the Adobe Flash Platform Summit takes off in Bangalore, and the next 3 days (27th July 2011-29th July 2011) will be a carnival of learning and networking for all those attending.

There are different sessions covering multi-platform development, user experience and development tools suiting the skills of all attending. The ones I look forward to participating in are the ones which will be discussing HTML5, UI Design and LifeCycle. The Demo Jam on the second day of the event will also be an interesting one hour of app presentation by different developers.

I’ll probably be hanging around in the Community Lounge when not attending sessions so looking forward to meeting a lot of people.

Mariam

 

PhoneGap Framework for Mobiles

I recently spent some time studying the PhoneGap framework with the purpose of creating content for Android devices. PhoneGap is an Open Source Mobile Framework that allows developers to author native applications with web technologies such as HTML, JavaScript and CSS. PhoneGap currently supports 6 platforms including Android, iOS, Blackberry, Palm WebOS and Symbian WRT (including QT).

Working with the framework made me realize how easy it is for any web developer to target multiple mobile platforms without having to write the native code, and yet achieve cross platform compatibility with the same content.

In other words, the content layouting is flexible and can run across different screen sizes and platforms without having to change the any part of the core code.

The framework usage is very simple and well explained on the website. Once you are setup with the framework within your preferred development environment, the only effort goes in writing your HTML files and compiling the builds with the HTML assets to test on the actual device. PhoneGap also has its own API functions which makes use of features such as Network, Accelerometer, use of Camera, Events, Data Storage etc.

Performance wise, it is good, but animating too many objects around the screen drops the framerate. I tried running a game and got a FPS of around 7-8 on older Android devices and around 12 on the newer ones such as the Nexus One.

Perhaps the biggest challenge was integrating jquery for database interaction, where network calls constantly failed. It was later understood that PhoneGap takes a little time to load, so if the device is not ready and the API calls to the network are made, then the network calls fail.

 

From the code above it is noticed that in order to use PhoneGap we have to load the phonegap.js script into the HTML file. This is one of the 2 code bases required for calling any PhoneGap functions (the other code base is native and is compiled when building the device build).

When the HTML loads, the first function called is the onLoad() function which checks whether PhoneGap is fully loaded. This check is done using the onDeviceReady event.

When the device is ready, an onDeviceReady event is fired. The next step is to check for network. This too is done using the PhoneGap functions – NetworkStatus. If the network exists, then the network related calls using jquery are used, otherwise an alert is sent to the user informing of no network.

I’ll soon be uploading a PhoneGap Android app, and will share the link for downloading when ready.

Mariam

 

Flash Lite games on OVI Store

I recently uploaded 2 games on the OVI Store which have been developed using Flash Lite for the Symbian platform.

The first Green Dweller – is a gaming application which was approved for the Open Screen Project Fund.
Green Dweller aims at creating awareness about the environment and how it impacts our lives. Green Dweller encourages sociability through gaming, at the same time provides a message of saving the environment by reducing the carbon footprint. Green Dweller is developed for mobile phones using the Adobe Flash Lite technology.

The second is Gear Wager – this game was nominated by the IMGA Awards in the Best Casual Games Category when it was originally developed for Symbian S60 3rd Edition phones. With Symbian^3 devices such as the Nokia N8 now having amazing processing speed, it made the game development experience with Flash much more better, thus the decision to port the game.

Gear Wager is a casual game where you have to help a fallen star escape back into the sky before dawn. Besides a new and innovative game-play, the game has the feature of Facebook Connect to post messages on the user wall.

Please download the games and post reviews (good or otherwise :) )!

Mariam