iOS Android Store Fronts Solution

I used to love playing games on my mobile devices. Over the last year I've stopped, and switched back to playing on my PC. I have money to spend on iOS/Android games but can't find anything to play! (I find some but get over them and can't find something else) Why? I know there are countless games and apps I would love. 

App stores think they are similar to bookstores, with sections for anything you want. Except no bookstore has million++ books on the shelves. Each section only has the shelf space available. That's important in the digital world too. I can only browse X number of apps. I only open up and read about Y number of games and will only buy Z. Both iOS and Android stores know this and cater down to a few editor/staff picks, and sections lead by popularity. That makes the Walmart of app stores, but I only rarely shop at Walmart. Whats the problem? It caters to all demographics 16 year old girls and 35 year old men even tho they don't play any of the same games or apps. Games for middle school boys games don't need to be taking up *my* shelf space!

We need a solution, custom/multiple store fronts, and multiple teams running them. Real world has lots of stores, catering to many different people. Lots of alternative perspectives, some that work much better for me personally while others that don't. I'm not their demographic. Going to a hub thats designed from the start to cater to me, search the way I want to search, browse the way I want to browse. Think what store would Wired Magazine make? That's my dream app store! It would be thoughtful by taste-makers, editors and journalists who think and like what I like. While an app store by Lucky magazine has nothing for me.

Both iOS and Android market places fail for me. I hate browsing games on the iPad/Nexus7, hate it! Rarely are the games/apps they present are interesting to me. I want to dig deeper and browse manicured selection of games and apps targeting me. Take a cue from internet advertising, not perfect but at least they're trying. 

A clear example is XCOMM if iOS even tried I'd by it in a heartbeat. I had to search for it, by then think I'll wait. If it was merely present anytime I went to the store, then I'd by it when the mood struck me. 
Another example, I rarely play or download freemium (Clash of Clans short lived exception). That however could cut out a lot of shelf space in my personal store front. Hell look at my history! I never spend money on freemuim, target me "genius"! It has to be hand selected, or at least a better algorithm that isn't beatable by cheap knock offs. I'm begging, sell to me, I want to buy!

This would also start a new wave of apps and games targeting demographics in the store not just in their outside advertising. With so much noise in the marketplace the cream might need some more help rising to the top. There are too many apps. Now the app store's job is to stop bragging about how many apps they have and gets better at selling them *to me*.

New Game Trailer

Art is all but wrapped on Eterium. Yes there are tons of things I'd like to make better this is pretty much where its going to be art wise. Andrew is still programming, refining gameplay and story. Some art assets are being tweaked and there's the whole sound music thing that's yet to be sorted completely out. So more to do before its ready for the general public but we're getting close!

First Contact: Impulse Quads

How many impulse rockets/engines would one need on star ship?  I'm going to say 8 quads of primary impulse engines, for a total of 32 impulse engines and 32 impulse rockets. We're defining the difference as sustained power (engines) to burst power (rockets). They are also going to be more build into the hull so they can be maintained largely from inside the ship.
Larger than the Apollo (obviously) and doubled up front to back for better maneuverability.

First Contact: Cruiser Blocked Out

This is an entire ship set up and labeled in cubes based on the size of each element of the ship. It actually took quite a bit of research to figure out how much and how big of tons of different areas of a multi-year star ship. A key feature of the game will be a fully working star ship simulation.

Examples of some elements that make up the ship:

  • Stellar Cartography
  • Hydroponics
  • Robotics 
  • Astronomical Sciences
  • Cybernetics
  • Planetary Geoscience
  • Physical Science
Crew Support
  • Dining rooms
  • Kitchen Galley
  • Bar/Lounge
  • Waste Processing & Water Recycling System
  • Conference Rooms
  • Secondary Impulse Engines & Rockets
  • Thruster Quad
  • Engineering Lab & Machine Fabrication 
  • Deuterium pump and conditioning system
  • Deuterium Injectors

3D-Coat Quick Ramp Up Tutorials

I've been meaning to make a set of video tutorials that run through my top used features of 3D-Coat to get someone who has decent 3D experience up to speed fast. Its not meant for beginners to 3D. The ideal person would already be competent in another 3D package. This is what I always want to find when trying to learn new software. I feel most tutorials spend too much time for me on each tool when I get it pretty quickly and I learn by doing. This is to get all the important bits out there and let you start running.
(about 1 hour run-time total.)