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Township game
Township game












township game

If you make a pie chart to compare the expenses related to useful stuff like timers and such things, there is a share of unnecessary items like decorations. But this does not affect the gameplay, i.e.

TOWNSHIP GAME UPDATE

You have released an update on November 5, and there was a line that users asked for a batch with cornflags. But it is merely a supposition and we did not study it. I would guess that the most active players are those who like the game and not those who like to study it deeply. Women play differently.Īnd have you researched what players pay more? Those who sit in Wiki and study where to spend their carrots or those that came and really dig your graphics? Who pays the most, who do you target? It’s a certain category of players that is trying to hack the system: what product is more profitable, how can you make maximum cash over a minute of gameplay. I know that Hay Day has a wiki and our game also has one. Have you even come across the situation when the players draw tables in Excel and calculate the game? Obviously, the statement that such production chains may scare them off is wrong. But we know that you have a significant female audience. You have complicated the gameplay based on Hay Day, added chains (rye, flour, pie)… All these lengthy chains, I always thought that it’s more of a male theme. In total, we are talking about eight months. So, we took five months to completely “shake up” all the mechanics, then another three-four months for soft-launch, and then the release. In November-October we celebrated a full-scale release. We were supposed to launch the game that winter but due to reworks we relaunched in June 2013 as a soft-launch. As a result, we completely reworked the game referring to the principles of Hay Day.Įssentially, we had everything ready prior to the rework: factories where you could grow all the content, but we decided to go the Hay Day way and complicate things.Īnd how much time did all this rework take? In essence, we ported it one-to-one.Ĭlose to the day of release Hay Day was launched and we understood that our game would not survive the competition. Later we started making its mobile version. On Facebook everything worked fine, Township demonstrated good results. There are no recipes as such, there is just turning one type of goods into another, more expensive. So, for instance, you can make sauce out of tomatoes or milk out of clover. You grow tomatoes and each factory, in essence, just processes one product into another. They also had production chains but very simple ones. There we were mostly inspired by casual time managers. Originally, we had Township on Facebook that we made long time ago. It was a very complex evolutionary process. When you first started to think about the project you kept in mind Farmerama or Hay Day? It sounds like a simplification but it’s a plus. For instance, drag-and-drop here is not some abstract manipulation with a huge list but a concrete action by the player with his involvement in the process. Hay Day simply could build good gameplay around them. We may say it’s a trend but the chains originated long time ago. And it already featured these chains of orders.įinns don’t even deny that they got their inspiration from there.īecause of Hay Day today, everybody is trying to integrate the chains. They have a board of orders and a little lorry.

township game

Farmerama and Hay Day are very similar up to the entourage. Supercell has rather thoughtfully taken a successful browser project and adapted it. Look, Hay Day looks like the browser-based German Farmerama. Here we still have some huge potential that we can use to develop something new.Īnd these long chains – “grow a carrot, add some bread and get a pie” – originated long ago? I want to say that there is base mechanics – growing and processing, and people always come up with something around it. Developers are trying to leave the skeleton the same but distance from Hay Day. Some integrate elements of adventures: a global map of island travelling, for instance. If so, what changes in the genre would you point out in the recent years? But we position it as a mix of city builder and a farm. Our Township, for instance, for the most part, is a farm. I don’t differentiate between these genres. I’d like to start with a question on theory: what’s the difference between farms and builders?














Township game