1. I have been advocating 3 P development since, namely, a prototype of PowerPoint and Prototypes) and Photoshop.Mobile game planning does not require too many documents. You can use PPT to quickly design the basic architecture and UI layout of the game, especially when designing card games, you can use only PPT to visually display the main game operation interface and main content. After using "HYPERLINK, he is even able to operate our main strategy is to use Flash, the effect is better ). The program quickly develops a game prototype based on this PPT and necessary documents and values, and then starts repeated verification and testing until the foundation and core content are confirmed to be correct. As for art, you only need to determine the size resolution and other requirements, you can use any image to replace it. In the early stage, you only need to do more style settings and UI design for the main beauty or original painting. Once the core gameplay is mature, art only requires a task list and a set of drafts, which can be produced step by step based on the sequence in which players access the game content. You can also give a rough image without affecting the subsequent functions. At the same time, you can deduct the effects several times. Later, the version management method will be added.
2. Pay attention to data security.Do not store critical data locally, and take combat and other key data as far as possible to the server. Mobile phones have local game data modification tools similar to Kingsoft Ranger.
3. UUID, MAC binding, manual registration, third-party accounts, and other available registration methods are required for users to register their own accounts.It is a necessary registration method for connecting to or connecting Third-party user platforms, including Weibo accounts, QQ accounts, and intermodal platform accounts. The registration of mobile phone numbers is on the platform, which will be helpful in later pushing. The UUID registration method enables users to access and experience the game content as soon as possible. It is also a good choice to remind players to register their usernames at a certain time, this can reduce the loss of new user traffic caused by user registration. We should try to avoid binding a mobile phone MAC to register a game for new users. When the mobile phone is lost, the user account data is a very troublesome problem. However, the binding option can be provided. As an account security measure, users should be informed of possible risks in detail before selecting the option.
4. resumable upload is a necessary function.
5. In the design, pay attention to the characteristics of different terminals. The priority platform or initial platform should be specified based on market positioning and other factors.The differences between IOS and Android terminals are obvious. Every platform should be customized for development. If you have to take both measures into account, you will not be able to take care of it. Do one platform and then another platform, instead of simply porting it. In particular, there are a large number of Android terminals, and it is not a small workload to port and pay-as-you-go interfaces on various platforms. Our overseas agents have put forward a wide range of payment interface standards and requirements, which are part of the workload that cannot be ignored. I have a few students in my own studio, even because Android porting and adaptation are too cumbersome, and positioning is only for IOS. Clash of clans's tablet priority policy should also be considered in this regard.
6. In card games, card attributes and configuration content are the core of the game.The planning of card package resources, various system rules, numerical system, and architecture are the core content that will not be changed easily, and should be well planned as the key content during the preliminary design.
7. Card Games Japan is a great player.Card games are highlighted in the Japanese rankings. The combat mode has a pattern: combining various types of casual games with card battles. Puzzle dragon uses the combination of card combat and three types of gameplay, but also the combination of poker gameplay. The difference between combat modes is another key aspect of the game's characteristics.
8. The choice of themes must be in line with the target market,The slump in the US in Puzzle & dragones, which has been a great success in Japan, shows the importance of theme. Card game categories are still relatively small in the domestic market. There are three or four game themes in China. The history of the Three Kingdoms, martial arts, and Xianxia have long-lasting themes. However, they must be different from the existing "reversing the Three Kingdoms", "coming from the Three Kingdoms", and "dazhangmen, especially in core gameplay. The subject matter of card games should be as much as possible to reduce the player's cognitive cost and threshold. It should be a more familiar subject for players, such as Marvel: the War of Heroes game, which gained a strong response when it entered the U.S. market, has an important and direct relationship with the game as an American cartoon hero that users are familiar. Similar to the way MT uses IP addresses, it is also a successful case to be verified. The premise is of course that this article and the subject matter can be accepted.
9. art styles must be tailored to the mainstream aesthetics to improve recognition.The art of card games should be as refined as possible. Considering the server carrying efficiency and client size, several card and serial frame animations can easily reach MB, and the size should be well controlled, within MB. The combat effect can properly add some special effects. Gameloft's "chaos and order-duel" is a clever way to deal with it.
10. Be clear about the market. The main themes of martial arts and the Three Kingdoms should be greater China. In terms of payment habits and channel features, we must always consider the situation of the market and the habits of players in the region, on this basis, it can be expanded to Southeast Asia. Get success in one region first, do not rush to expand. With beautiful data as the basis, other regions will have advantages.
11. Successful card games in Japan and China both show a feature: the core system for achieving huge gains is the "Card Draw" system.Japan is called "Gacha ". However, considering domestic user habits, the collection demand is not as high as that of Japanese players. It should be avoided that "I am MT" won't be equipped with high-level cards. On the microblog of Master Yi, some large R teams have made a lot of complaints about this.
12. uidesign is more important in card game design.We need to work hard in the convenience and humanization of operations. The layout and functional design of the entire page should be clear and organized. The operation should be simple, and the number of operation levels should be within two levels, not more than three levels. For example, the design of many level 2 and level 3 pages in dazhangmen is worth learning. In addition, I can get some design inspiration from other products, such as Path's uidesign, which I personally like very much.
13. Clash of clans and dazhangmen share a common success point in the PVP design, that is, ranking PK, matching by point level.This ensures that confrontation and challenges remain relatively balanced. For large and small R, it not only maintains the development speed and some advantages in the confrontation, but also belongs to the same level of confrontation, and is mutually "sharpening stone", not "Invincible sweeping, a trick second strange ", the devastating impact on non-R has also been effectively controlled. There has always been a rival, stimulating and promoting the forward. In addition, offline Asynchronous interaction has become a standard.
14. The channel vendor's requirement is that the channel provider should be large enoughThis is especially true in China, where foreign countries are also moving towards this direction. Clash of clans is a big pitfall, so we are willing to spend money, and the development will be faster than silk. However, the process can be concealed and slowed down. When it comes up, it will suddenly scare players away. What is more reasonable is the gourd-like pitfall. It seems that the "Mouth" is not big. With the deepening, next, we will see a "Big Belly" :), but there are more than one. It is not a "Sugar gourd ". Of course, there have also been successful cases in the market that do not pursue "tiangkeng" but pursue gentle but sustained, large order of ARPU. In the specific design, you can see your thoughts.
15. The reward settings are higher, especially those related to key operation data. An important magic weapon for "I am MT" to control the turnover rate is reward.The intensity is high. To make players think that "taking advantage of the price", people want to take advantage of the price. And to continue, never be reluctant. virtual items are useless to stay in a game that nobody is playing with. They need to be turned into real traffic and income. In addition, rewards should be sustained, and important nodes should be able to quickly generate revenue.
16. The fragmentation time remains a feature of mobile game users.57% of users use 1 ~ Within 5 minutes, 70% of the total number of daily launches is less than two. Therefore, the system and activity should be designed to increase the number of daily start times based on the stable fragmentation time.
17. The concept of "Inheriting" and "Carrying Forward" the design of domestic game products continues.In the past 13 years, making a card game is definitely not the "Quick Start". The excellent representatives in the "Quick Start" game have already crossed the watershed of tens of millions in the month, now, we can only do the "follow-up. Clash of Clans inherits the core designs of Travian and Backyard Monsters, but on this basis, it has achieved great success. Such ideas and methods are worthy of our analysis and experience, rather than plagiarism.
18. Wikipedia is a good place to find information.