What do you do?
Traditionally, DotComIt is a company all about helping programmers. We offer multiple services to programmers of Adobes Flash Platform ecosystem. We are in our eleventh year in business and have focused on custom software development for small business. Recently we have been building Rich Internet Applications with Adobe Flex and related technologies including Adobe AIR, Adobe ColdFusion, SQL Server, and Microsoft .NET. We also offer training services and have a set of products targeted towards Flex Developers.
Building a mobile game is a new, experimental, venture for us.
The values we like to communicate in our marketing material are:
Jeffry Houser, the companys founder, is an Adobe Community Professional and producer of The Flex Showa podcast for Flex programmers. He also has written multiple books, tons of articles, and is a regularly speaker about the technologies he uses.
What is your industry?
Traditionally, we have targeted programmers in our offerings. Gaming is an experimental area for us. This is a casual game, and therefore should appeal the crowd of folks who like casual games.
What 3 things do you want to communicate to your audience through your app?
This game is a casual game designed to entertain in short bursts. It should be light hearted and fun; with just a hint of challenge and mystery.
Style and Details
How many app screens do you need designed?
There are eight app screens needed if you include the app icon. Many design elements can be shared across all screens, however. The bulk of the is creating the tiles that make up the game.
Do your app designs need to be a particular size?
For the app icon, read information here: http://developer.android.com/guide/pract...
The app splash screen size is open to interpretation. Our development tablet is The Xoom, which is 1280800, but we want it to work on tablets and phones. Should we design small and scale up? Or design large and scale down? Please advise?
Any icon buttons you decide to create should be created with three DPIs in in mind: 160dpi, 240dpi, and 320dpi. The exact size of these icons is open to discussion. Please advise.
For the FXG elements which make up the game board; we strongly recommend you use 60x60, which is the same dimensions we used for our samples.
What mobile app styles do you like?
I really like the style of the game Unblock me. It is real simple, yet effective ( https://market.android.com/details?id=co... ). I think the 'earthy' feel of the game would help our implementation.
I also like the visuals behind the game Scarlett and the Spark of Life ( http://itunes.apple.com/us/app/scarlett-... ).
What colors do you want to see in your mobile app design?
This is open to interpretation. However, check out "The Flextras Dude" in our attachments. Making him the main game character; and pulling out colors from his design would make sense. Beyond that, I'm a fan of purple.
What colors do you NOT want to see in your mobile app design?
What adjectives should best describe your app design?
Light hearted and fun.
Do you have additional info or links you'd like to share?
You can download and install our game prototype on any Android 2.2 device or higher that supports Adobe AIR. Download from here: http://www.dot-com-it.com/MagondaMaze/Ma... . We have tested on a Xoom and Nexus One. IT is nicer on the Xoom, but works in both environments.
If you don't have an Android device, you can play a web port of the game at:
http://www.dot-com-it.com/MagondaMaze/Ma... Instead of touch gestures; the web port uses arrow keys. This is not the exact same code, but should give you a good approximation.
We strongly recommend that you read our RFP PDF as it includes extensive details on what we think each screen needs.
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