This article was created by our Tap Developer Hugh Knight, Follow for more on his series including https://medium.com/@tapdev/your-first-truffle-dapp-an-attempt-at-a-beginners-guide-to-the-truffle-framework-c7edf0493b7

“ Let me start by saying that I’ve never developed or published a mobile, console or PC game (officially). But as a gamer I’ve dedicated countless hours playing on all platforms. So I’m going to try my best to approach this from a logical gamer’s point of view.

There are many pieces needed to create a successful game. A great game needs game-play, game economy, game balance, user interface and much more.

Every piece as important as the next. Beginning from the start of the project, all the way through to the launch. Each area should be outline and defined so as not to miss any important pieces.

But then something happens, something that is pivotal to ensuring that your fan base comes back on day 2, day 3, day 21. Something that millions of games in the app stores are missing or forget to do. Somewhere between the Beta and the game Launch, publishers forget to put it all together.

They keep them the same, they don’t use lessons learnt to blur the lines. They forget to make sure that their launched game looks like this:

Games that never leave my console, my PC or my phone are not static! Those games are worth my time. Those games are the reason why I end up going to bed at 1 AM in the morning. Those games are dynamic!

The major feature in these games are the fact that they are not finished. They never “wrapped up”. They are always launching and re-launched and launched again. The core game is always evolving, pieces are being added and pieces are being removed over time.

A gamer must be able to appreciate the growth of the game overtime, if they can’t then they have no reason to come back. You as a publisher/developer are telling a story, but so should the development of the game. Allow me to see the story and I’m hooked. It’s like being an uncle, it’s your baby, your hopes your dreams that your sharing with me. Send me pictures, let me see them grow. Their first steps, the first words, first day in school, that’s all great. But allow me to baby sit every now and then, invite me to the park too. Let me feel involved every now and then and most of all, trust me. By doing that, when the time comes and you need someone to give you a hand, I’ll be the first to volunteer.

Ok, so you’ve got the core concepts of the game nailed down. You’ve added great features and you’ve removed the weak ones. The gamer community reception is great. Users love the game as much as you do, so what now? I’m out of things to do, you’re running out of content. This is the point where I leave, unless you expand. Grow, enrich, and reward me for my time. I’ve spend countless hours and many in game purchases and nothing to show for it. When do I get to stop being an observer and start participating. If I’ve spent the time climbing the ladder to the top, shouldn’t I get something for it? Something that I can take outside of the game, something I can use in the real world!

Don’t wait until you reach this stage, build it in from the beginning. This is where the Tap Project comes in. Why not include into your core concepts the ability to be rewarded for the skills I’ve gained over the course your game. Make those hours actually mean something to me. Allow me to be included in the story behind your game, allow me into the in-game economics.”

Fueled by gamers, inspired by the community, disruptive to all

-Tap Project-

contact: team@tapproject.net

www.tapproject.net