Steady Drop – Log #13 – Releasing

 

In this post I will talk about on how I started to acking everything up for releasing the game on the Play Store.

Reward system and AdMob

Since the beginning of the project I’ve always thought that Steady Drop would have been a free game but that there will have been some kind of reward system based on ads. The model I’ve always wanted is like Three game that gives tries if you watch video ads. The more you watch them, the more tries you have. So, to implement something similar to this model, I started watching different types of ad system. I initially came across to UnityAds, because I thought that would have been simple to integrate (since I’m using Unity), but I wanted something more standard and not too related to the engine I’m using. So I chose AdMob, that has become the Google standard for all kinds of ads on mobile platforms. It’s very easy to integrate, even in Unity, and there are a lot of official guides and useful resources on how to use it. I will integrate UnityAds maybe later, but for now I will stay with AdMob.

The integration was very easy, also because I was already ready to have a tries-system that makes you play only if you have tries left; the only thing missing was the way to recharge them with the ads. I’m also thinking on having different type of reward the integrates with the player experience, but for that I will have to implement more game mechanics, like speed boosts, recharge gravity stop time, invulnerability and so on.

 

Internal tests with Google Play Console

The time for the release on the Play Store it’s finally coming but I wanted another test with real users. So, while I was exploring the Google Play Console, needed to submit your app on the Play Store, I saw that the tool can handle different versions of your app, and in particular internal test version, visible only by a selected group of users. The system allows you to create different groups of testers and they can test the last app uploaded as the internal test version. This system is very easy to use, but maybe it lacks a bit on a standard way to have feedback report from testers. They had to call me or reach me in some way to give me feedback or to report some issues.

This phase was also useful because, in order to upload the installation file (apk) correctly, it has to be signed, so I had to learn how to sign it in the Unity editor, a very easy process, by the way. Once this internal test phase is considered done, I will create the Play Store entry as a Production version, with all the screenshots and descriptions. Then I will have to do some marketing.

 

Graphics Improvements

I will show you just a quick overview on how the game visually changed over time, since the first prototype. I’ve added some little details that are also functional to the gameplay, like the triangle grid that moves in parallax, so the falling movement is more evident.

 

In the next post I will talk about on actually releasing the game on the Play Store. Stay tuned 🙂

I define myself as a creative developer.

I define myself as a creative developer.