Mouse House Update 1.1.2

May 18th, 2009

Mouse House Update 1.1.2 was approved on sunday night.

New in version 1.1.2
User Requested Features:
Music!
Saved game slots.
Level Select Screen.
Swipe Control is now default.
Adjusted learning curve by reordering levels.
Added 5 new levels.

Bug Fixes:
Tiled Floors crack now.
Fixed Random Crash on death.
You can no longer sneak by bees when pushing a ball.

Engine Improvements:
New culling system for visibility and hit detection which will allow
for giant levels in future games.
Faster hit detection do to culling.
Faster Sprite spawning.
Faster Math engine.
Faster level / Screen load times.

The Surge is over! Long live the Surge!

March 10th, 2009

Looks like Mouse House sales are about back to where they started before ijiggle.

Here is a final graph.

Update 03/07/09

March 7th, 2009

1. Finally got sound working on the Wii and learned how to pack up a project for distribution. Hopefully this means I have all the really hard stuff in the port down now. :)

2. Here is the Mouse House sales curve up and down based on the huge boost we received when iJiggles the top FREE app from 2 weeks ago gave Mouse House  a mention in its’ itunes description. Sales Graph

The Mouse Has Landed! Updated 09/03/02

February 22nd, 2009

On the top 100 Games Sales lists that is.

Positions were  #100 US, #66 UK, 75 IE.

mh100.jpg

Update… actually we knocked off the US top 100 4 hours later :P

Whats even worse I was talking to the author of the app that did it on IRC when it happened.  LOL.

Our actual position on the Adventure genre seems not to have gone down.

Anyhow current ranks look like.

2009/02/23

US Adventure 10
UK Adventure 8    Top Games  65
IE Adventure 4      Top Games 40   Top Apps 64

2009/02/25

US Adventure 12
UK Adventure 8    Top Games  61
IE Adventure 8      Top Games 54

2009/02/28
100 Top Games lists in UK, IE, NZ now.
Getting steady Sales from those and holding on to ranks.

Weekend unit sales look like…
2009/02/18  - 217 - $148
2009/02/19  - 275 - $183
2009/02/20  - 376 - $249
2009/02/21  - 416 - $273
2009/02/22  - 354 - $228
2009/02/23  - 262 - $171
2009/02/24  - 230 - $148
2009/02/25  - 173 - $108
2009/02/26  - 156 - $99
2009/02/27  - 169 - $105
2009/02/28  - 220 - $137
2009/02/01  - 226 - $143

Or about $1997 profit in 12 days.

Wii Update 2

February 22nd, 2009

Mouse House is now fully playable on the Wii.

Nintendo has granted us preliminary accecptance to be on Wiiware also.

Mouse House Ships off to Ninteno around april 14th.

Update

February 19th, 2009

Mouse House / BANG2D are now up and running on the Wii.

After an 18 hour work binge I have the entire graphics system up and running perfectly.

Progress Report

January 11th, 2009

I am currently working on:

1. Port of BANG2D / Mouse House to Wiiware the down load based Wii distribution system. Right now the engine has been ported to Code Warrior and is compiling for Wii. Next up I have to fill in a few abstraction layers for the Wii, example reading data from files. Right now I’m just a bit hung up on which APIs I should be using :)

2. Improving the engine.  There were a few features missing from the engine that are need for doing games past the scale of Mouse House.  Examples are a fast culling system for drawing and for hit detection. This week I implemented a 2D Spatial Hash Table that basically divides 2D space into a loose grid of cell based on a Hash value.  This results in like a x100 speed up for collision detection no matter how large the tile map or level size is.

3. We have a few more games in the works based on variations of the Mouse House engine. Alex has started work on levels and art for them.

4. Im slowly designing a number of data driven frameworks for different genres of games. This includes 1 for RPGs and 1 for games like that lawyer game on the DS.

Mouse House Updated to 1.1.1

January 11th, 2009

Changes:

  1. Sped up engine hit detection a bit.
  2. Removed the annoying confirmation boxes about using GPS location.

January Sales Data

January 11th, 2009

01/01/2008 - Units  95 - Price $.99 - Gross $94.05  - Profit $62.55
01/02/2008 - Units  110 - Price $.99 - Gross $108.90  - Profit $73.01
01/03/2008 - Units  87 - Price $.99 - Gross $86.13  - Profit $54.23
01/04/2008 - Units  75 - Price $.99 - Gross $74.25  - Profit $47.84
01/05/2008 - Units  64 - Price $.99 - Gross $63.36  - Profit $41.86
01/06/2008 - Units  46 - Price $.99 - Gross $45.54  - Profit $28.78
Last night I changed the price to 1.99$ and tonight an update was approved
So we will see what effect that has next.
01/07/2008 - Units  29 - Price $1.99 - Gross $0.00  - Profit $31.13
This day is off, from price raise
01/08/2008 - Units  52 - Price $1.99 - Profit $70.91
01/09/2008 - Units  37 - Price $1.99 - Profit $49.70
01/10/2008 - Units  52 - Price $1.99 - Profit $67.85
Even though MH is slowly dropping in rank world wide with the price rise and a actively visible update we are  making better money on par with some of hour better days with press coverage. The general conclusion for us is that shipping an update is as good as a press story for sales.

Anyhow we are now aiming to make $1000 a month on Mouse House using a combination of weekly updates and sales. 10 Day into January and we are 1/2 there.  If things go maybe we can bring in $1200.  Maintaining that for a year would generate a nice $12k-18K, Which might not sound like a whole lot for a full time developer. But living up here in Minnesota it is possible to live  happily on 35K a year.  Shipping 2 more products on par with Mouse House should get us past our break even point for 1 full time employee. Now that our engine technology and tools are completed and proven this should go fairly fast.

01/12/2008 -  01/24/2008
Settled down to a steady 40 copies a day at 1$ or around 30$ a day profit.
Raising the price to 2.99$ only made of lose a lot of ranks.
Lowering the price to .99$ has let us slowly gain ranks world wide.
MH is now 22 on the Adventure list in the UK for example.

Seeking

December 22nd, 2008

 iPhone Shot 1

FOR IMMEDIATE RELEASE

Software Development On The iPhone

St. Cloud, Minnesota - April 30, 2008 - An experienced software development team is seeking funding to bring networked applications for Mac / Windows / Linux to the iPhone using their new cross-platform engines, Bang 2D and Bang3D.

The current software marketplace is witnessing the convergence of two trends; the popularity of networked software applications and the arrival of the iPhone as a standard mobile platform. Plaid World is set to take advantage of this opportunity with its cross-platform development tools.

With years of experience, Plaid World believes in designing tools and technology geared towards solving a class of problems versus one-shot application solutions. To this end they have developed two robust, multi-platform software engines allowing for:

• Rapid Development Cycles.
• Development with small teams, minimizing development costs and maximizing revenue potential.
• Simultaneously release across multiple platforms.

The purpose of these tools is to level the playing field between creative teams and programmers, allowing the development of full-featured software with little or no traditional programming.

With Bang 2D and Bang 3D, Plaid World is primed and ready to rocket into position as a leading mobile application developer. Plaid World is seeking interested parties to invest funds needed to get its software ready for the first round of iPhone applications made available to the public.

Plaid World Studios LLC is a Limited Liability Company located in St. Cloud, MN. Plaid World’s President, Chris Dillman, has published multiple products beginning with Final Impact in 1993.

Parties interested in learning more about Plaid World LLC, BANG 2D and BANG 3D should contact Chris Dillman at chrisd@plaidworld.com

See iPhone