@Kevin

About Scoreloop, I just tried to access their SDK for Android and here
is what is listed:

"Android SDK
Core Social for Android is being released to a first group of
developers. If you're interested in early access, please email
[email protected]"


On Mar 18, 2:41 am, Robert Green <[email protected]> wrote:
> Kevin,
>
> First of all, let me clarify some numbers:
>
> Your average EA game costs a lot more than 10s of thousands of
> dollars.  I bet no iphone port of any game cost them less than 100k to
> do.  I wouldn't be surprised if they spent 100k-500k on an iphone
> version of an existing title.  They deal with games that go into the
> millions in development cost.  How much does it cost to pay a staff of
> 25 for 9 months to develop something?  Even at a modest 50k per person
> (which is reasonable for a junior level artist dying to make game art)
> you're looking at around a million dollars.  That's a normal size
> staff and a very conservative timeline for a big title.  They're also
> difficult to compete with because of that.  It's harder for us to put
> together content that people won't scoff at.  Just the other day I got
> a comment saying that one of my games looks like it took 2 weeks to
> make.  That's after 6 months of development.  How much is 6 months of
> your time worth?  At my last job, that would be around 50k.  One could
> say that the true cost of developing that game was then 50k.  I won't
> recoup those costs, but I think that over the course of releasing my
> next few games which are far nicer than anything I've ever done before
> (partially due to my experience from working on past games and the new
> artist I work with) I think I'll get far better returns on future time
> invested.
>
> Also, being at the top of the market helps a ton.  It can really make
> a game, but take, for instance, Polarbit's last few games.  They got
> the market late and STILL nailed it (relatively speaking).  It's the
> games themselves... They brought a handful of high quality 3D games to
> a platform with very few, and people took notice.
>
> People (myself included sometimes) complain about how unfair the
> mobile markets are.  It's true to a degree, but when I see good apps
> and good games make breakthroughs, it reminds me that it's still
> really about the well executed idea getting strong word of mouth
> recommendations and making it.  It still works that way.  The problem
> is that as the market gets more and more apps and games, you have to
> make a bigger splash to get noticed, which takes more people and more
> time to do.  It's at that point that people complain that the gold
> rush is over.  I think that anyone who is here for a gold rush ought
> to just pack up there bags and head somewhere else now because I can
> only see those who are truly into what they do succeeding in markets
> like this.  We'll see people succeed and act like they are lucky but
> they really aren't.  Maybe they got some luck along the way but much
> of what makes people successful is a genuinely well executed, good
> idea.
>
> Build truly great products for an audience who actually needs or would
> really enjoy them and you'll do ok.
>
> On Mar 17, 10:54 pm, Kevin Duffey <[email protected]> wrote:
>
>
>
> > I too am interested in how developers make money off of games... and other
> > than the usual sell for .99 or ads in the game. By this I mean, unless your
> > game is shown on the android market near the top, how do you either avoid
> > your game going further down the list so as to most likely never be found by
> > most people searching? I think that's the kiss of death, as some others have
> > written about from time to time. When iPhone first opened it's store, it was
> > ripe for new apps to make good money. Now, it seems very few apps make good
> > money, enough to run a business around. I am amazed at companies like EA and
> > even smaller ones that put a few games up each year... it must cost 10s of
> > thousands in development dollars to make those games, and at a couple bucks
> > a pop, I wonder if they ever recoup their costs, much less profit.
>
> > I see games even on Android with over 250,000 downloads, but how much of
> > that is turned into money for the developer. At $3 a pop, some of the
> > defense games are really good, provides hours of fun, and worth $3, but I
> > wonder if they've actually made $750,000 with their 250,000+ downloads.. or
> > if about 95% of that is downloads then returns a day later to avoid the
> > costs.
>
> > I am also very interested in how many end users (not developers) actually go
> > thru the trouble of setting up an account to pay for things. I still do not
> > understand for the life of me why google (and even iPhone) did NOT make this
> > charge directly to the carrier bill. It's a clear way to make it super easy
> > to get people to pay more frequently. I would actually buy $1 apps, many of
> > them, if I could just simply be charged on my phone bill each month and not
> > have the hassle of going thru a setup process, google checkout, etc.
>
> > I am also curious from another thread posted, with regards to games being
> > able to do their own in-game charge process.. to allow players to buy game
> > items, gold, etc using real money... or buying game money with real money,
> > then using that to purchase game items, etc. Has anyone actually done
> > this... or is this completely against googles rules... and thus google would
> > take down/ban the game from the market?  I know you can offer the game via
> > your own site for download, and other sites that don't have quite the rules
> > as android market, but just wondering if that is an actual issue.. or can
> > games provide in-game patches, game packs, game items, etc and charge for
> > them? It seems really ridiculous for google/android to prevent that in my
> > opinion. It only helps solidify the platform that much more, especially when
> > it concerns other avenues for developers to make some money off of their
> > hard work. I think allowing it would bring more developers and a lot more
> > apps to Android sooner.
>
> > On Wed, Mar 17, 2010 at 7:40 PM, Miguel Morales 
> > <[email protected]>wrote:
>
> > > I'm writing a 2D MMO using realtime movement I can tell you that
> > > realtime movement can get very tricky.  Don't think that you can
> > > simply poll the server fast enough to grab all player locations.  This
> > > may work fine in a LAN network, but not while the device is out and
> > > about.
>
> > > You have to take network latency into account.
>
> > > For the server end I use a Perl/Erlang system, data is stored in a
> > > PostgreSQL database however, data that is transient and requires fast
> > > read/writes I use Mnesia, an in-memory database for Erlang.
>
> > > The results so far have been phenomenal, I don't have to bother with
> > > JSON (although I love it.)
> > > Don't forget that that decoding things can take precious milliseconds,
> > > so I find it better to work with bytes directly.
>
> > > Passwords are stored encrypted on the database and checked against the
> > > POSTed password.
> > > Other than that, the protocol is sent as-is.  The reason is two-fold.
> > > One, the client doesn't actually generate any game information, it
> > > only asks for information, and it 'asks' if it can perform a function
> > > (i.e. move to a tile.)
> > > The only thing encrypting packets would do is lessens the chances of
> > > bots, but I want to encourage client development.
> > > The second reason is that I plan to open source the protocol to try to
> > > get some other clients going with the help of other developers.
>
> > > This way the game is inherently cross-platform.
> > > I'm interested in how developers monetize from the games.
>
> > > On Wed, Mar 17, 2010 at 6:35 PM, mike <[email protected]> wrote:
> > > > On 03/17/2010 05:05 PM, Bob Kerns wrote:
>
> > > >> Yes, SHA-1 is what you should go with. It's really a matter of just
> > > >> requesting a different engine; the API doesn't care which one you use.
>
> > > >> One thing to consider is that a salt doesn't prevent replay attacks.
> > > >> If you want to prevent people driving up their score by replaying the
> > > >> packets already sent, you may want to include a nonce in your
> > > >> protocol.
>
> > > >> I'd suggest using a secure random, and the current time, and remember
> > > >> recent nonces, and reject anything that's either not recent, or has a
> > > >> nonce that's been recently seen.
>
> > > > Ie, a Kerberos-like replay cache :) I sort of wonder how often
> > > > they actually need to send results up... if it's pretty infrequent
> > > > and/or not very intensive, is there a reason to just not use TLS
> > > > to deal with _all_ of these problems, and way more (like MITM
> > > > attacks, etc)? I know it seems heavy handed, but it's just a matter
> > > > of changing http to https on the phone side of things. The server
> > > > side would need a cert, but that's not terribly hard to come by
> > > > these days, and you'd get the assurance that strengths and weaknesses
> > > > of MD5 and other arcane cruft is somebody *else's* problem.
>
> > > > Mike
>
> > > >> It's easy too do -- and even if it's not necessary to have that level
> > > >> of security, it's a good technique to be aware of.
>
> > > >> On Mar 17, 2:27 pm, Kevin Duffey<[email protected]>  wrote:
>
> > > >>> Hey Mario,
>
> > > >>> Thanks for the replies. So your salted md5 hash, do you generate one
> > > for
> > > >>> each player, or just one for your game, that is sent in with every
> > > >>> request by each game player (via your game code)?  So this secret that
> > > >>> you
> > > >>> concatenate, you hard code it in both the game code and your server
> > > code?
> > > >>> So some string like abcd123, append it, md5 the whole string, then 
> > > >>> send
> > > >>> it?
>
> > > >>> I have been using SHA-1 for playing around, using the Java SDK api 
> > > >>> that
> > > >>> can
> > > >>> also be used for MD5. Any benefit in using MD5 over SHA-1? I thought
> > > >>> SHA-1 was more secure/harder to crack?
>
> > > >>> I agree with you.. the chances of anyone sniffing the packets, 
> > > >>> figuring
> > > >>> out
> > > >>> its game data, trying to decipher it, and for what purpose anyway.. is
> > > >>> unlikely.
> > > >>> However, for some reason, companies tend to shy away from anything 
> > > >>> that
> > > >>> isn't super industrial strength secure. I am also curious because I 
> > > >>> may
> > > >>> want
> > > >>> to
> > > >>> allow the game player the option to use real currency in game to buy
> > > game
> > > >>> items. That may
>
> ...
>
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>
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