Today I’m going to talk about the way we work with assets here at Total Eclipse. This first post on asset management will discuss quality, forward planning, and balance.
This article was originally posted at Gamezebo.com on Aug. 30th, 2010. We have since updated some of the images and text.
The birth of The Clockwork Man World
Think London, England, turn of the 19th century. You are walking down glistening wet streets dressed in your best Sunday dress (or gentlemen’s suit). Something momentarily blocks the sun; you glance up and see a commercial zeppelin flying above, probably bound for Heathrow. The world of The Clockwork Man is much like our own, and yet not. It is filled with wonders of Steampunk fiction, where the ingenuity of the industrial revolution blends with futuristic steam-powered machines. An amalgam of anachronistic technology, Victorian values, fashion and décor makes up this familiar and yet fictitious world that had never been attempted in a casual game before. Back in 2008, creating something like this was quite a challenge (and risk) for us in Total Eclipse.
Maya’s Dress Up is our most recent game, available on iOS devices. It’s a dressup/make over game where the player gets to style up Maya and her friends, using various clothes and accessories. Because we believed that players might like to publish their creations, we included sharing features, such as Publish on Facebook and Email to a Friend, ever since v.1.0.0. The player has been able to send an email to a friend, attaching a screenshot of an outfit she had created, along with a URL to the game’s website.
As part of our next game update, we wanted to let players import an outfit that a friend had sent them. In other words, if the receiving player had the game installed on her device, she could import the styling selections of her friend directly into the game.
The easiest and most obvious way to do that was to use Custom URL Schemes.