Author Topic: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"  (Read 3733 times)

KyleKing

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Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« on: October 12, 2011, 07:08:26 pm »
Hello everyone, I am going to get to the point in a little.  I am just providing some background knowledge.

I posted on the forums in March of 2010, asking for information on making an Audiosurf game for iPhone.  Here is the link.

I also contacted Dylan at around the same time, and he said that he didn't want to work with me to make it happen, so recently, I took it upon myself to create a game similar to Audiosurf for the iPhone.

I started development in July 2011, and so far, it looks great.  I have been running it on my iPhone 4 and 3G for development purposes, and I have to tell you guys.  It's coming along great.  The game will be called "Thrill" and there are 2 game modes.  Combo, and collect.  Collect features 1 group, similar to Mono, and Combo is the same as Pointman. Another point I would like to mention is that it has 3 control layouts: tilt, drag, and tap.

The App does not require you to download songs.  It will just analyze a selected song from your library, save the data, and you can play it.  Currently, I have all of the song data development completed, but one thing I am currently working on is the wave in the road.  I will most likely be targeting a release date around christmas or Mid-January.
Many people will say that I am taking his idea, but I am not disagreeing with you.  I want to bring this amazing game to the amazing Apple devices, and I asked Dylan if he wanted to work on it with me, and label it as audio surf but he said no.  So please don't complain about me taking the idea.  I am simply bring a great PC game to iOS Devices.
I am just one person, and I am only 16 years old, so development isn't 24/7.  I have school and a heavy workload, so I work on it mainly during the weekend.  I will be posting a website that you will be able to view game progress, kinda like a blog.  I will also have a Facebook page you guys can follow so you can see what is happening.

I will be adding a video shortly, so you guys know that I am not kidding around :)

Please feel free to discuss what you would like to see in the App, as I love getting feedback.

Edit:  I decided to scrap the video, and instead, let you play the game yourself!  Here is the link to the Unity Web Player Development Build of the game: http://66.23.226.115/Thrill/Thrill.html
Controls:  Left/Right = A/D
You can also you 1,2,3 to just choose a lane. 

Sadly, mouse isn't an option right now, simply because It isn't meant to be for the mouse, it's meant to be for iOS, so I haven't made it available.  I will most likely do that though..

Thanks everyone!

-Kyle
« Last Edit: October 16, 2011, 04:42:19 pm by KyleKing »

0VERS33R

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #1 on: October 13, 2011, 02:37:20 am »
Kyle, it actually sounds like something I'd be looking into playing. However, make sure you greatly separate the differences otherwise you're just stealing from Dylan and creating a hand-held version of it. Also, the community will less likely play it and more likely rage at you for stealing a really nice idea.

Having said that, I look forward to seeing the vid!
Audiosurf is like a mix of tetris, need for speed and pot... Look at all the colours, dude!

NovaTerran

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #2 on: October 13, 2011, 02:43:31 am »
Also, the community will less likely play it and more likely rage at you for stealing a really nice idea.
only if he charges for it and doesn't give dylan proper payment.
but if he is to make it free than why would anyone buy audiosurf anymore (most people who buy it only play mono anyways)

sort of a catch 22

blue_h3x

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #3 on: October 13, 2011, 03:07:19 am »
Why develop for iOS? It's a bad market for the developer.
http://www.pcgamer.com/2011/10/12/valves-newell-its-ominous-that-open-platforms-are-less-popular-apple-wrong-philosophically/
http://www.theregister.co.uk/2011/02/18/jobs_tax_fugs_lastfm/

Also, the community will less likely play it and more likely rage at you for stealing a really nice idea.
only if he charges for it and doesn't give dylan proper payment.
but if he is to make it free than why would anyone buy audiosurf anymore (most people who buy it only play mono anyways)

sort of a catch 22

If it looks and handles like AS, then there's a strong court case in favour of Dylan.
Austria is just like Yorkshire, but they have bigger hills.... oh and they have real snow too

KyleKing

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #4 on: October 13, 2011, 03:58:13 pm »
Why develop for iOS? It's a bad market for the developer.
http://www.pcgamer.com/2011/10/12/valves-newell-its-ominous-that-open-platforms-are-less-popular-apple-wrong-philosophically/
http://www.theregister.co.uk/2011/02/18/jobs_tax_fugs_lastfm/

Also, the community will less likely play it and more likely rage at you for stealing a really nice idea.
only if he charges for it and doesn't give dylan proper payment.
but if he is to make it free than why would anyone buy audiosurf anymore (most people who buy it only play mono anyways)

sort of a catch 22

If it looks and handles like AS, then there's a strong court case in favour of Dylan.

You bring up some good points.
I am developing for iOS because it is the first thing I developed for, and I am already an iOS developer.  I love Xcode, and yes, you could call my an Apple FanBoy.
On the original thread I posted, I was looking into the legal issues.
Is it against copyright to have the game fairly similar?  i am not using the name, any of the art/designs, and I came up with everything on my own, except for the gameplay.
Kinda double sided though..  He rejected the opportunity to work with me on it, so if he isn't going to do it himself, or even with me, why shouldn't I be able to?  I fully acknowledge the fact that it isn't my idea, I just want to give the people what they want…

Also, I am developing with a multi-platform game engine.  This means that it will have a HD capable version, that is separate from the default copy, suited for the iPad.  In time, I will probably release it for android.  I will certainly not release it for PC, as that's his ground…

I am working on a video, and a website at the moment.  If you would like to follow progress on Twitter, please do so here.

Edit:  To the part about the community raging…   That is exactly why I posted here.  I think that many people who enjoy AS would love it
« Last Edit: October 13, 2011, 04:02:10 pm by KyleKing »

Laserrobotics

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #5 on: October 13, 2011, 07:33:16 pm »
If Dylan makes an announcement concurrent with the release that he supports it, then nobody will have ground to stand on for arguments whether or not it's free.  I support this idea.
Note to self:  1/24/12 Awawayabeft

Mincus

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #6 on: October 13, 2011, 09:07:33 pm »
If you contacted Dylan and he's shown no interest then I say go for it. From what I've seen happen with regard to even 'vicious' clones created with the intention of blocking the original game author out of the market, there is no legal redress. However if you don't go through the proper motions with Dylan and be completely transparent about doing such, you will raise the ire of other developers.
In short: Before release, contact him again, show him what you've done and double check he's ok with it. It's just common courtesy. :)

Beyond that I wish you luck. Wave analysis is the hardest part of the game to write. Everything else is very easy in comparison to they one very key segment.
I'm personally not a fan of Apple's devices. They lack in several key areas that I consider vital to a mobile device, but each to their own.

What exactly are you using to develop things out of interest? I've considered putting together an Audiosurf clone myself in Unity (purely for the community). Never got past the 'box flying over a road' stage though. ;)

KyleKing

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #7 on: October 13, 2011, 11:15:28 pm »
If you contacted Dylan and he's shown no interest then I say go for it. From what I've seen happen with regard to even 'vicious' clones created with the intention of blocking the original game author out of the market, there is no legal redress. However if you don't go through the proper motions with Dylan and be completely transparent about doing such, you will raise the ire of other developers.
In short: Before release, contact him again, show him what you've done and double check he's ok with it. It's just common courtesy. :)

Beyond that I wish you luck. Wave analysis is the hardest part of the game to write. Everything else is very easy in comparison to they one very key segment.
I'm personally not a fan of Apple's devices. They lack in several key areas that I consider vital to a mobile device, but each to their own.

What exactly are you using to develop things out of interest? I've considered putting together an Audiosurf clone myself in Unity (purely for the community). Never got past the 'box flying over a road' stage though. ;)
Funny you mention it, as that is exactly how I started
I am using unity.
I love it. It's an amazing piece of software!
I appreciate your support greatly.
I am looking for beta testers, if you are interest fire me a pm! About a month or two ago, I told dylan where I was at, and was asking or the go ahead, and if he didn't respond I would take it as a yes.
He never responded, so as far as I am concerned, he doesn't mind.
If he does he probably should've told me
I wouldn't / won't release it if he doesn't want me to.
I am just trying to help out the community and start a name for myself as a developer.
I have only been developing with unity for about 5 months, do it's a fairly big feat for me to have audio and track generation working with block placement and the game 3/4 in just 4 months.

Thanks,
Kyle

Oh, and one quick thing I forgot to mention
Those of you who know unity, and iOS developing, know that this project is/will cost me roughly $3,000
Due to this, I am afraid I cannot sell it for free...
I am going to be selling it for a generous $2.00
Beta testers will most likely receive gift codes btw. To keep testing etc. :)

But anyway, just letting you guys know that it won't be free.
I am
Not stealing the market, I am just bringing the fun and entertainment of AS to iOS
« Last Edit: October 13, 2011, 11:30:44 pm by KyleKing »

NovaTerran

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #8 on: October 14, 2011, 02:32:01 am »
I have a droid so I probably wont be able to play it. :\

Camtron47

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #9 on: October 14, 2011, 02:43:24 am »
It's good of you to give it a go. Will you add any features to Thrill that are not present in Audiosurf, to differentiate it from the 'original'? That could further justify your version being acceptable. I don't care much for Apple products, but I love indie game development. Good luck with the final touches.

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #10 on: October 14, 2011, 09:01:07 am »
That's more like it, S.


S.

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #11 on: October 14, 2011, 09:17:02 am »
I remain silent
Credit to blue_h3x for the new avatar. Glossary
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ViRUS

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #12 on: October 14, 2011, 09:51:26 am »
Meh, have some sense of humour, S.


S.

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #13 on: October 14, 2011, 11:48:31 am »
I have, I decided to punch you back :p

Anyway, let's not hijack this thread. It's one of the few thread's I don't like getting hijacked.
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KyleKing

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Re: Audiosurf for iOS Devices - A soon-to-be reality - "Thrill"
« Reply #14 on: October 14, 2011, 12:36:52 pm »
It's good of you to give it a go. Will you add any features to Thrill that are not present in Audiosurf, to differentiate it from the 'original'? That could further justify your version being acceptable. I don't care much for Apple products, but I love indie game development. Good luck with the final touches.
Thanks for the input!
I will definitely be adding new unseen features, but that is one reason why i am posting. 
What do you guys want to seen in it? What features would you like to see?

The video will be up tonight.
Thanks