Hi, I'm Henry. In 2012 I quit my job as a programmer at BioWare to spend a year making my own indie games. This blog is about what happened next...

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Android

I had the busiest summer. I was trying to do several things simultaneously:

  • 5 weeks of contract work for a friend on the survival-horror game Outlast (let me know if you want a free Steam code, I have a few to give away)
  • Getting a private, customized version of Spaceteam ready for a special client (who prefers not to be named)
  • Finalizing Spaceteam for Android!

Luckily all these things resulted in money and/or exposure but it was still pretty exhausting.

I decided that an Android port was necessary when every other person who came to my booths at PAX and GDC asked “is it coming to Android?”. I should have made a sign that I could point to, to save my voice.

When I started investigating how do the port, the obvious solution seemed to be Cocos2d-x, the cross-platform version of the game engine Spaceteam uses. If I had built the original game with this in mind then the Android version would have been much simpler. But since I chose to use the iOS-specific version, I would need to rewrite most of the code in a different language (probably Javascript) and that didn’t really appeal to me.

The Deal

Then, with uncannily perfect timing, I was approached by Apportable. They liked Spaceteam and wanted to help. Their technology converts iOS-specific code (written in Objective-C or C++) into a package that will run on Android devices with very few changes to the original source. This already sounded pretty good.

On top of that they offered to do the technical work themselves and provide QA testing and customer support. This is a pretty big deal since the Android market is so fragmented, with over 4000 different devices and many different software versions. It’s difficult and time-consuming to diagnose individual problems, especially if you get an unspecific customer email that basically says “your game is broken, please fix it!”

In exchange, they asked for a (relatively small) percentage of my revenue from the Android version of the game. Also the project would help improve their technology since Spaceteam has complex multiplayer networking requirements.

(Apportable also offers fixed-rate contracts for support, if rev-share isn’t your thing.)

The deal seemed beneficial to both of us, which came as a pleasant surprise since I’d just finished negotiating another contract that was pretty exploitative (and that I eventually declined… but that’s another story).

Challenges with the Android platform

I was very happy to have someone else worry about the Android version, and as development progressed I realized how much work it actually would have been had I attempted it myself. I’m sure I would have become frustrated and miserable, and eventually given up.

Here are some of the networking challenges we faced:

  • Some devices simply don’t support DNS multicasting, which is what Spaceteam uses to find other players. This limitation isn’t advertised by the manufacturers (unsurprisingly), so it was difficult to even figure out which devices could play the game at all.
  • Depending on the OS version Wifi and Bluetooth support are sketchy, so we had to disable some devices entirely, or only support Wifi connections but not Bluetooth. This complicated the user experience and I ended up adding a toggle/indicator to the Title screen on both the Android and iOS versions, to keep things consistent.
  • Even when it does work, Bluetooth on Android has annoying mandatory permission dialogs. First you have to “allow” the game to broadcast, and then “pair” with other devices.
  • Additionally, the broadcasting only happens for a set time (eg. 120 seconds) so if you don’t connect in time the game just stops being available and you have to retry.
  • Because of this flow when using Bluetooth, I had to make the player choose whether to “Host” a game, or “Join” one (instead of just choosing “Play”). This is not something the player should know or care about.
  • Bluetooth is restricted at a low-level such that we couldn’t support cross-platform (ie. iOS-to-Android) play over Bluetooth. This adds more confusion to the user.

I was hoping to keep the connection process as smooth as possible so I’m not overjoyed with the result. But we ended up getting the game working on a lot of devices, and people seem to be really happy about the cross-platform support.

The Launch

Spaceteam for Android launched on July 20th on Google Play and August 19th on the Amazon App Store (for Kindle Fires). Along with the launch came a new iOS version with compatibility support for the new features.

I wanted people to know that iPhones and Androids could play together (this is an important feature) so I added “Android support!” in the release notes of the iOS version. Apple didn’t like this :) I got a call and was asked to remove it. I guess they don’t want anybody to know that there are competing products out there!

To be fair, Google also didn’t like the fact that I only had iPhones in my trailer video, so I made a new one. Here it is:

So far after a few months in the Android stores, these are the numbers:

  • Google Play Downloads: 110,570
  • Google Play Sales: 2,213
  • Amazon Downloads: 1,103
  • Amazon Sales: 20

It also has 2084 ratings so far with an average score of 4.8 (out of 5), which is pretty good.

I’m hoping to be featured by both Google and Amazon, which should help with exposure, but it hasn’t happened yet. Hopefully soon!

Selected Reviews from the Google Play Store

Genius This is quite possibly the greatest game ever conceived. The creator is no doubt a God among men

~~~

This game has cured my cancer, helped me find love, gain material and personal wealth and shown me The Truth. Get this game. Your uncle will become famous.

~~~

Better than Call Of Duth There is no better game that ever existed … OOOOOO ajajja

~~~

Now you can look crazy on the street too. Nothing quite like staring at a small screen while walking from A to B shouting incoherently at your friends. I used to think that these people were down on their luck, perhaps inebriated or high on drugs. Now I realise they were all just part of some spaceteam somewhere!

~~~

Superspaceteam Team… Team team team. I even like saying the word TEAM! Almost as much as I enjoy this game. Super simple, super fun… Super team!


Hacks!

My blog was hit by the WordPress “pharma hack” that secretly replaced all the content with references to popular drugs for enhancing your sexual performance. It didn’t visibly affect the pages themselves but the infected versions made it into Google’s cache , so search results for Spaceteam would end up with links to the aforementioned pharmaceuticals.

It’s pretty insidious and it took me several tries to get rid of (as well as submitting several URL removal requests to Google). I think I’ve finally restored all the posts (but not the comments) and I’m now using the Better WP Security plugin so hopefully it won’t happen again.

Stay tuned for my next post about Spaceteam for Android…


Electronic Entertainment

The aforementioned Purple Cube has arrived! (this is the award we won at the A MAZE. festival in Berlin). It is heavy and squishy.

E3

Since I last wrote, the Spaceteam took a trip to another conference: E3, the Electronic Entertainment Expo in Los Angeles.

E3 is all about business, publishers, retailers, press, rather than developers or fans. I didn’t think Spaceteam would fit in there and booths are very expensive so I hadn’t planned on going.

But then we were invited to be part of the IndieCade booth. IndieCade is a festival I had previously submitted my game to (the actual festival is in October… I assume this means I’ve been accepted??)

The Indie Loft

The first thing we had to do was find somewhere to stay. We needed a cheap place in downtown LA and hotels are expensive so we turned to Airbnb. You never know what you’re going to get but we’ve had good experiences before.

I also reached out to other indies who might be going to see if they wanted to split a larger space to save money. Various interests were piqued and I ended up renting a downtown loft with room for 12 people!

The living room of our loft

There were some last-minute complications (not enough beds!) but the host made sure we were taken care of. The price ended up being similar to a hostel ($57/person/night), but it was more convenient, safer, and filled with fellow indies!

It was a great way to make new connections with other people in the community. I’ll definitely share space like this again sometime.

The IndieCade Booth

IndieCade rented a booth space on the expo floor and filled it to the brim with ~40 games and their creators. The rest of E3 can be pretty overwhelming and intimidating, but the IndieCade booth felt comfortable. Everyone there felt like a friend. There was no pretension or sleaze.

Just a lot of interesting games from small passionate teams willing to try making things that don’t involve shooting people in the face.

There were games played with stickers, and with giant blocks.

Meditative humming games.

Digital games without screens.

Adventure games about cancer.

Interactive stop-motion musical comedies.

Cooperative spaceship management games from Canadians (not us!)

There were inflatable glowing orange chairs!

There were “booth bros”! (a welcome change from the “booth babes” that E3 is infamous for). These well-muscled dudes were game pieces in the daily video game trivia quiz.

I’m really looking forward to the main IndieCade festival in October and reconnecting with the new friends we made. From what I saw at E3 it’s going to be a great show!

Spaceteam didn’t get as much traffic as at previous events. There were a lot of games to see, and a lot of press already knows about us (it’s been 6 months now!), but the show was worth it for the people.

Stats

Latest downloads

Total downloads: 469,785

Total sales revenue: $8,001.22

Latest App Store reviews

(accompanying a 1-star review)
Where is everybody?
It’s as if nobody is playing this game in the entire state of Utah. STILL searching for ‘spaceteam signals.’ Is this some stupid error?

~~~

Space-happiness
This game is more fun than bullseying womprats with my T-16 back home. 10/10 would voyage again

~~~

Fun to the power of 43
I have finals tomorrow and I didn’t even study but its okay cuz this game was really fun

~~~

Dinner Ruiningly Fun
Mr. Kitty and I are so enamored with this game – it caused us to burn our meatballs. Thanks Space Team for making us order out.

~~~

Awesome
I COULD HAVE DIED!!

~~~

This Game…….
I cannot describe this game in words. It is absolutely amazing. HOW AMAZING?! Amazing enough to move all the furniture in a room to design a spaceship and flash lights with a space background on a big screen TV. THAT’S how amazing. If you haven’t played this game. You haven’t lived.

~~~

Awe yeah
This game was so good I came outside my butt

In conclusion, here’s a picture of Sara with a sand monster: