Publicación y Monetización
Publicación y Monetización
En esta lección final aprenderás todo lo necesario para llevar tus juegos Defold al mercado. Cubriremos el proceso completo de publicación en diferentes plataformas, estrategias de monetización efectivas, y técnicas de optimización para maximizar el éxito de tus juegos.
Preparación para Publicación
Optimización Final del Juego
Antes de publicar, es crucial optimizar tu juego para garantizar la mejor experiencia posible:
-- game.project optimizado para release
[project]
title = Tu Juego Increíble
version = 1.0.0
publish_live_update_content = 0
[display]
width = 960
height = 640
high_dpi = 1
vsync = 1
[graphics]
max_debug_vertices = 0
texture_profiles = /assets/texture_profiles.json
[sound]
gain = 1.0
max_sound_buffers = 32
max_sound_instances = 256
[physics]
debug = 0
max_collisions = 64
max_contacts = 32
[resource]
max_resources = 1024
[android]
version_code = 1
package = com.tuestudio.tujuego
app_icon_36x36 = /assets/icons/icon_36.png
app_icon_48x48 = /assets/icons/icon_48.png
app_icon_72x72 = /assets/icons/icon_72.png
app_icon_96x96 = /assets/icons/icon_96.png
app_icon_144x144 = /assets/icons/icon_144.png
app_icon_192x192 = /assets/icons/icon_192.png
[ios]
app_icon_57x57 = /assets/icons/icon_57.png
app_icon_114x114 = /assets/icons/icon_114.png
app_icon_72x72 = /assets/icons/icon_72.png
app_icon_144x144 = /assets/icons/icon_144.png
bundle_identifier = com.tuestudio.tujuego
Texture Profiles para Optimización
// assets/texture_profiles.json
{
"path_settings": [
{
"path": "**",
"profile": "default"
},
{
"path": "**.atlas",
"profile": "atlas"
},
{
"path": "**/ui/**",
"profile": "ui"
}
],
"profiles": [
{
"name": "default",
"platforms": ["ios", "android", "web"],
"formats": [
{
"format": "TEXTURE_FORMAT_RGBA",
"compression_level": "NORMAL",
"compression_type": "COMPRESSION_TYPE_DEFAULT"
}
]
},
{
"name": "atlas",
"platforms": ["ios", "android"],
"formats": [
{
"format": "TEXTURE_FORMAT_ETC1",
"compression_level": "HIGH"
}
]
},
{
"name": "ui",
"platforms": ["ios", "android"],
"formats": [
{
"format": "TEXTURE_FORMAT_RGBA",
"compression_level": "NORMAL"
}
]
}
]
}
Parte 1: Publicación en Android
Configuración de Android Studio
- Instalar Android Studio y SDK
- Configurar variables de entorno:
export ANDROID_HOME=$HOME/Android/Sdk
export PATH=$PATH:$ANDROID_HOME/tools
export PATH=$PATH:$ANDROID_HOME/platform-tools
Generar APK de Release
# En Defold Editor
# Project → Bundle → Android Application
# O desde línea de comandos:
java -jar $DEFOLD_HOME/bob.jar --platform android \
--architectures armv7-android,arm64-android \
--variant release \
resolve build bundle
Configuración de Manifest Android
<!-- android_manifest.xml -->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="{{android.package}}"
android:versionCode="{{android.version_code}}"
android:versionName="{{project.version}}"
android:installLocation="auto">
<!-- Permisos necesarios -->
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.WAKE_LOCK" />
<!-- Para ads y analytics -->
<uses-permission android:name="com.google.android.gms.permission.AD_ID" />
<application
android:label="{{project.title}}"
android:icon="@drawable/icon"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:hardwareAccelerated="true">
<activity
android:name="com.dynamo.android.DefoldActivity"
android:exported="true"
android:launchMode="singleTask"
android:screenOrientation="landscape"
android:configChanges="orientation|keyboardHidden|screenSize">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<!-- Configuración de AdMob -->
<meta-data
android:name="com.google.android.gms.ads.APPLICATION_ID"
android:value="ca-app-pub-3940256099942544~3347511713"/>
</application>
</manifest>
Firmar APK para Google Play
# Crear keystore
keytool -genkey -v -keystore my-release-key.keystore \
-alias alias_name -keyalg RSA -keysize 2048 -validity 10000
# Firmar APK
jarsigner -verbose -sigalg SHA1withRSA -digestalg SHA1 \
-keystore my-release-key.keystore my_application.apk alias_name
# Alinear APK
zipalign -v 4 my_application.apk my_application_aligned.apk
Parte 2: Publicación en iOS
Configuración de Xcode
-- game.project para iOS
[ios]
app_icon_57x57 = /assets/icons/icon_57.png
app_icon_114x114 = /assets/icons/icon_114.png
app_icon_120x120 = /assets/icons/icon_120.png
app_icon_180x180 = /assets/icons/icon_180.png
launch_image_320x480 = /assets/launch/launch_320x480.png
launch_image_640x960 = /assets/launch/launch_640x960.png
launch_image_640x1136 = /assets/launch/launch_640x1136.png
bundle_identifier = com.tuestudio.tujuego
bundle_name = Tu Juego
bundle_version = 1.0.0
Info.plist Personalizado
<!-- ios_info.plist -->
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDisplayName</key>
<string>{{ios.bundle_name}}</string>
<key>CFBundleIdentifier</key>
<string>{{ios.bundle_identifier}}</string>
<key>CFBundleVersion</key>
<string>{{ios.bundle_version}}</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
<string>opengles-2</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<!-- Para ads -->
<key>GADApplicationIdentifier</key>
<string>ca-app-pub-3940256099942544~1458002511</string>
</dict>
</plist>
Parte 3: Sistema de Monetización
Integración de AdMob
-- monetization/ads_manager.script
local M = {}
function M.init()
if admob then
-- Configurar AdMob
local admob_app_id = "ca-app-pub-3940256099942544~3347511713" -- Test ID
admob.set_callback(M.admob_callback)
admob.init(admob_app_id)
-- IDs de anuncios (usar test IDs durante desarrollo)
M.banner_id = "ca-app-pub-3940256099942544/6300978111"
M.interstitial_id = "ca-app-pub-3940256099942544/1033173712"
M.rewarded_id = "ca-app-pub-3940256099942544/5224354917"
M.ads_loaded = {
banner = false,
interstitial = false,
rewarded = false
}
-- Cargar anuncios iniciales
M.load_banner()
M.load_interstitial()
M.load_rewarded()
print("AdMob inicializado")
else
print("AdMob no disponible en esta plataforma")
end
end
function M.admob_callback(self, message_id, message)
if message_id == admob.MSG_BANNER then
if message.event == admob.EVENT_LOADED then
M.ads_loaded.banner = true
print("Banner cargado")
elseif message.event == admob.EVENT_NOT_LOADED then
print("Error cargando banner:", message.error)
end
elseif message_id == admob.MSG_INTERSTITIAL then
if message.event == admob.EVENT_LOADED then
M.ads_loaded.interstitial = true
print("Interstitial cargado")
elseif message.event == admob.EVENT_CLOSED then
-- Recargar interstitial para próximo uso
M.load_interstitial()
end
elseif message_id == admob.MSG_REWARDED then
if message.event == admob.EVENT_LOADED then
M.ads_loaded.rewarded = true
print("Rewarded ad cargado")
elseif message.event == admob.EVENT_REWARDED then
-- Usuario completó el anuncio, dar recompensa
M.give_reward(message.amount, message.type)
elseif message.event == admob.EVENT_CLOSED then
M.load_rewarded()
end
end
end
function M.load_banner()
if admob then
admob.load_banner(M.banner_id)
end
end
function M.show_banner(position)
if admob and M.ads_loaded.banner then
local pos = position or admob.POS_BOTTOM_CENTER
admob.show_banner(pos)
end
end
function M.hide_banner()
if admob then
admob.hide_banner()
end
end
function M.load_interstitial()
if admob then
admob.load_interstitial(M.interstitial_id)
end
end
function M.show_interstitial()
if admob and M.ads_loaded.interstitial then
admob.show_interstitial()
return true
end
return false
end
function M.load_rewarded()
if admob then
admob.load_rewarded_video(M.rewarded_id)
end
end
function M.show_rewarded()
if admob and M.ads_loaded.rewarded then
admob.show_rewarded_video()
return true
end
return false
end
function M.give_reward(amount, reward_type)
print("Recompensa otorgada:", amount, reward_type)
-- Lógica de recompensa específica del juego
if reward_type == "coins" then
msg.post("/game_manager", "add_coins", {amount = amount})
elseif reward_type == "lives" then
msg.post("/game_manager", "add_lives", {amount = amount})
elseif reward_type == "continue" then
msg.post("/game_manager", "continue_game")
end
end
return M
Sistema de Compras In-App
-- monetization/iap_manager.script
local M = {}
-- Configuración de productos
local IAP_PRODUCTS = {
remove_ads = {
id = "com.tuestudio.tujuego.remove_ads",
price = "$2.99",
type = "non_consumable"
},
coin_pack_small = {
id = "com.tuestudio.tujuego.coins_100",
price = "$0.99",
type = "consumable"
},
coin_pack_medium = {
id = "com.tuestudio.tujuego.coins_500",
price = "$3.99",
type = "consumable"
},
coin_pack_large = {
id = "com.tuestudio.tujuego.coins_1000",
price = "$6.99",
type = "consumable"
}
}
function M.init()
if iap then
iap.set_callback(M.iap_callback)
-- Lista de product IDs para la tienda
local product_ids = {}
for _, product in pairs(IAP_PRODUCTS) do
table.insert(product_ids, product.id)
end
iap.list_products(product_ids)
print("IAP Manager inicializado")
else
print("IAP no disponible en esta plataforma")
end
end
function M.iap_callback(self, message_id, message)
if message_id == iap.MSG_PRODUCTS then
-- Productos disponibles recibidos
M.products = message.products
print("Productos IAP disponibles:", #M.products)
elseif message_id == iap.MSG_PURCHASE then
if message.state == iap.TRANS_STATE_PURCHASED then
M.process_purchase(message.ident)
elseif message.state == iap.TRANS_STATE_FAILED then
print("Compra fallida:", message.error)
M.show_purchase_error()
end
elseif message_id == iap.MSG_RESTORE then
-- Restaurar compras (para productos no consumibles)
for _, transaction in ipairs(message.transactions) do
if transaction.state == iap.TRANS_STATE_PURCHASED then
M.process_purchase(transaction.ident)
end
end
end
end
function M.purchase_product(product_name)
local product = IAP_PRODUCTS[product_name]
if product and iap then
print("Iniciando compra:", product.id)
iap.buy(product.id)
end
end
function M.process_purchase(product_id)
print("Procesando compra:", product_id)
-- Procesar según tipo de producto
if product_id == IAP_PRODUCTS.remove_ads.id then
M.remove_ads()
elseif product_id == IAP_PRODUCTS.coin_pack_small.id then
M.add_coins(100)
elseif product_id == IAP_PRODUCTS.coin_pack_medium.id then
M.add_coins(500)
elseif product_id == IAP_PRODUCTS.coin_pack_large.id then
M.add_coins(1000)
end
-- Confirmar transacción
if iap then
iap.finish_transaction(product_id)
end
-- Mostrar confirmación al usuario
M.show_purchase_success(product_id)
end
function M.remove_ads()
-- Marcar ads como removidos permanentemente
local save_data = {ads_removed = true}
local save_string = json.encode(save_data)
local file = io.open(sys.get_save_file("iap", "purchases.json"), "w")
if file then
file:write(save_string)
file:close()
end
-- Notificar al ads manager
msg.post("/ads_manager", "disable_ads")
print("Anuncios removidos permanentemente")
end
function M.add_coins(amount)
msg.post("/game_manager", "add_coins", {amount = amount})
print("Agregadas", amount, "monedas")
end
function M.restore_purchases()
if iap then
iap.restore()
end
end
function M.show_purchase_success(product_id)
msg.post("/ui", "show_purchase_success", {product = product_id})
end
function M.show_purchase_error()
msg.post("/ui", "show_purchase_error")
end
-- Verificar si los ads fueron removidos
function M.ads_removed()
local file = io.open(sys.get_save_file("iap", "purchases.json"), "r")
if file then
local save_string = file:read("*a")
file:close()
local save_data = json.decode(save_string)
return save_data and save_data.ads_removed or false
end
return false
end
return M
Parte 4: Analytics y Métricas
Integración de Google Analytics
-- analytics/analytics_manager.script
local M = {}
function M.init()
-- Configurar Firebase Analytics (si está disponible)
if firebase and firebase.analytics then
firebase.analytics.set_analytics_collection_enabled(true)
print("Firebase Analytics inicializado")
end
-- Configurar analytics custom
M.session_start_time = os.time()
M.events_queue = {}
-- Eventos de sesión
M.track_event("session_start", {
device_model = sys.get_sys_info().device_model,
platform = sys.get_sys_info().system_name
})
end
function M.track_event(event_name, parameters)
parameters = parameters or {}
parameters.timestamp = os.time()
print("Analytics:", event_name, json.encode(parameters))
-- Enviar a Firebase si está disponible
if firebase and firebase.analytics then
firebase.analytics.log_event(event_name, parameters)
end
-- Agregar a cola local para backup
table.insert(M.events_queue, {
event = event_name,
params = parameters
})
-- Enviar eventos acumulados si la cola es muy grande
if #M.events_queue >= 10 then
M.flush_events()
end
end
function M.flush_events()
if #M.events_queue > 0 then
-- En un proyecto real, enviarías esto a tu servidor
print("Enviando", #M.events_queue, "eventos al servidor")
M.events_queue = {}
end
end
-- Eventos específicos del juego
function M.track_level_start(level_number)
M.track_event("level_start", {
level_number = level_number,
player_level = get_player_level(),
coins = get_player_coins()
})
end
function M.track_level_complete(level_number, completion_time, score)
M.track_event("level_complete", {
level_number = level_number,
completion_time = completion_time,
score = score,
attempts = get_level_attempts(level_number)
})
end
function M.track_level_fail(level_number, fail_reason, progress_percentage)
M.track_event("level_fail", {
level_number = level_number,
fail_reason = fail_reason,
progress_percentage = progress_percentage
})
end
function M.track_purchase(product_id, currency, value)
M.track_event("purchase", {
item_id = product_id,
currency = currency,
value = value
})
end
function M.track_ad_impression(ad_type, placement)
M.track_event("ad_impression", {
ad_type = ad_type, -- banner, interstitial, rewarded
placement = placement, -- main_menu, level_complete, game_over
session_time = os.time() - M.session_start_time
})
end
function M.track_retention(day_number)
M.track_event("retention", {
day_number = day_number,
total_sessions = get_total_sessions(),
total_playtime = get_total_playtime()
})
end
-- Funciones helper (implementar según tu sistema de datos)
function get_player_level()
return 1 -- Implementar
end
function get_player_coins()
return 0 -- Implementar
end
function get_level_attempts(level)
return 1 -- Implementar
end
function get_total_sessions()
return 1 -- Implementar
end
function get_total_playtime()
return 0 -- Implementar
end
return M
Parte 5: Optimización para Tiendas
App Store Optimization (ASO)
Elementos Clave para ASO:
-
Título y Subtítulo
- Incluir palabras clave relevantes
- Máximo 30 caracteres para el título
- Descriptivo pero atractivo
-
Descripción Optimizada
🎮 ¡El juego de plataformas más adictivo del año!
🏃♂️ CARACTERÍSTICAS:
• 50+ niveles desafiantes
• Gráficos retro encantadores
• Controles precisos y fluidos
• Sin pay-to-win, skill puro
• Funciona offline
🎯 PERFECTO PARA:
• Fans de juegos clásicos
• Jugadores casuales y hardcore
• Todas las edades
⭐ PREMIOS Y RECONOCIMIENTOS:
"Gameplay perfecto" - Gaming Review
"Imprescindible" - Mobile Games Weekly
📱 CARACTERÍSTICAS TÉCNICAS:
• Tamaño ultra ligero (< 20MB)
• Batería optimizada
• Sin anuncios intrusivos
• Guardado automático en la nube
-
Screenshots Efectivos
- Mostrar gameplay real
- Destacar características únicas
- Usar texto explicativo mínimo
- Variedad de situaciones
-
Keywords Strategy
-- Investigación de keywords
primary_keywords = {
"platformer", "retro games", "pixel art",
"offline games", "casual games"
}
long_tail_keywords = {
"best offline platformer",
"retro pixel art games",
"challenging platform games"
}
Preparación de Assets
-- Script para generar todos los tamaños de iconos
-- icons/generate_icons.py
from PIL import Image
import os
def resize_icon(source_path, target_path, size):
img = Image.open(source_path)
img = img.resize((size, size), Image.LANCZOS)
img.save(target_path)
# Tamaños para Android
android_sizes = [
(36, "ldpi"), (48, "mdpi"), (72, "hdpi"),
(96, "xhdpi"), (144, "xxhdpi"), (192, "xxxhdpi")
]
# Tamaños para iOS
ios_sizes = [
57, 114, 120, 180, 76, 152, 40, 80, 29, 58, 87
]
source_icon = "icon_1024.png"
for size, density in android_sizes:
resize_icon(source_icon, f"android/icon_{size}.png", size)
for size in ios_sizes:
resize_icon(source_icon, f"ios/icon_{size}.png", size)
Parte 6: Estrategias de Marketing
Soft Launch Strategy
-- analytics/soft_launch_metrics.script
local M = {}
function M.init()
M.metrics = {
retention_day_1 = 0,
retention_day_7 = 0,
session_length_avg = 0,
ltv_estimate = 0,
churn_rate = 0
}
M.target_metrics = {
retention_day_1 = 0.4, -- 40%
retention_day_7 = 0.15, -- 15%
session_length_avg = 300, -- 5 minutos
ltv_estimate = 1.50, -- $1.50
churn_rate = 0.8 -- 80% máximo
}
end
function M.evaluate_soft_launch()
local ready_for_global = true
local issues = {}
for metric, target in pairs(M.target_metrics) do
local current = M.metrics[metric]
if metric == "churn_rate" then
if current > target then
ready_for_global = false
table.insert(issues, metric .. " too high: " .. current)
end
else
if current < target then
ready_for_global = false
table.insert(issues, metric .. " too low: " .. current)
end
end
end
return ready_for_global, issues
end
Live Ops y Eventos
-- liveops/event_manager.script
local M = {}
local EVENTS = {
daily_login = {
type = "recurring",
rewards = {
{day = 1, coins = 100},
{day = 2, coins = 150},
{day = 3, coins = 200},
{day = 7, coins = 500, special_item = "golden_key"}
}
},
weekend_boost = {
type = "scheduled",
start_time = "2025-01-25 00:00",
end_time = "2025-01-27 23:59",
multiplier = 2.0,
affects = "coin_rewards"
},
new_year_event = {
type = "special",
start_time = "2024-12-31 00:00",
end_time = "2025-01-07 23:59",
special_levels = {51, 52, 53},
exclusive_rewards = {"new_year_skin", "fireworks_effect"}
}
}
function M.init()
M.active_events = {}
check_active_events()
end
function M.update(dt)
-- Verificar eventos activos cada minuto
if os.time() % 60 == 0 then
check_active_events()
end
end
function check_active_events()
local current_time = os.time()
for event_name, event_data in pairs(EVENTS) do
if event_data.type == "scheduled" or event_data.type == "special" then
local start_time = parse_time(event_data.start_time)
local end_time = parse_time(event_data.end_time)
if current_time >= start_time and current_time <= end_time then
if not M.active_events[event_name] then
start_event(event_name, event_data)
end
else
if M.active_events[event_name] then
end_event(event_name)
end
end
end
end
end
function start_event(event_name, event_data)
M.active_events[event_name] = event_data
print("Evento iniciado:", event_name)
-- Notificar al jugador
msg.post("/ui", "show_event_notification", {
event = event_name,
data = event_data
})
end
function end_event(event_name)
M.active_events[event_name] = nil
print("Evento terminado:", event_name)
end
function parse_time(time_string)
-- Convertir string de tiempo a timestamp
local pattern = "(%d+)-(%d+)-(%d+) (%d+):(%d+)"
local year, month, day, hour, min = time_string:match(pattern)
return os.time({
year = tonumber(year),
month = tonumber(month),
day = tonumber(day),
hour = tonumber(hour),
min = tonumber(min)
})
end
return M
Parte 7: Post-Launch y Mantenimiento
Sistema de Feedback
-- feedback/feedback_manager.script
local M = {}
function M.init()
M.feedback_triggers = {
level_complete_count = 10, -- Después de 10 niveles
session_count = 5, -- Después de 5 sesiones
playtime_minutes = 60 -- Después de 1 hora
}
M.feedback_shown = false
end
function M.check_feedback_trigger()
if M.feedback_shown then
return
end
local stats = get_player_stats()
if stats.levels_completed >= M.feedback_triggers.level_complete_count and
stats.sessions >= M.feedback_triggers.session_count and
stats.playtime >= M.feedback_triggers.playtime_minutes then
show_feedback_request()
end
end
function show_feedback_request()
M.feedback_shown = true
msg.post("/ui", "show_rating_dialog", {
title = "¿Te gusta nuestro juego?",
message = "Tu opinión nos ayuda a mejorar. ¿Podrías calificarnos?",
buttons = {"Calificar", "Más tarde", "No, gracias"}
})
end
function handle_feedback_response(response)
if response == "rate" then
open_store_rating()
elseif response == "later" then
-- Preguntar de nuevo en 3 días
schedule_feedback_retry(3 * 24 * 60 * 60)
elseif response == "never" then
M.feedback_shown = true -- No preguntar más
end
end
function open_store_rating()
local store_url = ""
if sys.get_sys_info().system_name == "Android" then
store_url = "market://details?id=" .. sys.get_config("android.package")
elseif sys.get_sys_info().system_name == "iPhone OS" then
store_url = "itms-apps://itunes.apple.com/app/id" .. get_app_store_id()
end
if store_url ~= "" then
sys.open_url(store_url)
end
end
return M
Update System
-- updates/update_manager.script
local M = {}
function M.init()
M.current_version = sys.get_config("project.version")
M.update_check_interval = 24 * 60 * 60 -- 24 horas
check_for_updates()
end
function check_for_updates()
-- En un proyecto real, consultar servidor
local server_url = "https://api.tujuego.com/version"
http.request(server_url, "GET", function(self, id, response)
if response.status == 200 then
local server_data = json.decode(response.response)
handle_version_response(server_data)
end
end)
end
function handle_version_response(data)
local server_version = data.version
local force_update = data.force_update or false
local update_message = data.message or "Nueva versión disponible"
if version_compare(server_version, M.current_version) > 0 then
show_update_dialog(update_message, force_update)
end
end
function version_compare(v1, v2)
local v1_parts = string_split(v1, ".")
local v2_parts = string_split(v2, ".")
for i = 1, math.max(#v1_parts, #v2_parts) do
local v1_part = tonumber(v1_parts[i]) or 0
local v2_part = tonumber(v2_parts[i]) or 0
if v1_part > v2_part then
return 1
elseif v1_part < v2_part then
return -1
end
end
return 0
end
function string_split(str, delimiter)
local result = {}
for match in (str .. delimiter):gmatch("(.-)" .. delimiter) do
table.insert(result, match)
end
return result
end
return M
Ejercicio Final: Lanzamiento Completo
Checklist de Lanzamiento
-- Checklist completo para lanzamiento
launch_checklist = {
technical = {
"✓ Game.project optimizado para release",
"✓ Todos los assets comprimidos",
"✓ Texture profiles configurados",
"✓ APK/IPA firmado correctamente",
"✓ Testing en dispositivos reales",
"✓ Crash testing completado",
"✓ Performance testing (60 FPS consistente)",
"✓ Batería optimizada"
},
store_preparation = {
"✓ Screenshots de alta calidad",
"✓ Descripción optimizada ASO",
"✓ Keywords research completo",
"✓ Iconos en todos los tamaños",
"✓ Video trailer (opcional)",
"✓ Políticas de privacidad",
"✓ Términos de servicio"
},
monetization = {
"✓ AdMob integrado y testeado",
"✓ IAP configurado",
"✓ Analytics implementado",
"✓ A/B testing setup",
"✓ Precios optimizados por región"
},
marketing = {
"✓ Soft launch completado",
"✓ Métricas objetivo alcanzadas",
"✓ Press kit preparado",
"✓ Redes sociales configuradas",
"✓ Influencer outreach plan",
"✓ Launch day plan"
}
}
Conclusión
¡Felicidades! Has completado el tutorial más completo de Defold Engine. Ahora tienes todas las herramientas necesarias para:
- ✅ Crear juegos profesionales con Defold
- ✅ Publicar en todas las plataformas (iOS, Android, Web, Desktop)
- ✅ Monetizar efectivamente tus juegos
- ✅ Optimizar para el éxito en las tiendas
- ✅ Mantener y actualizar tus juegos post-lanzamiento
Próximos Pasos Recomendados
- Practica constantemente - Crea proyectos pequeños regularmente
- Únete a la comunidad - Forum.defold.com es increíblemente útil
- Estudia juegos exitosos - Analiza qué los hace especiales
- Experimenta con géneros - No te limites a un solo tipo de juego
- Itera basado en feedback - Los datos de usuarios son oro
Recursos Adicionales
- Documentación Oficial: defold.com/manuals
- Forum de la Comunidad: forum.defold.com
- Discord: Comunidad activa 24/7
- GitHub: Ejemplos y proyectos open source
- YouTube: Tutoriales visuales complementarios
⬅️ Anterior: Audio y Música | 🏠 Volver al Índice
¡Tu viaje como desarrollador de juegos con Defold apenas comienza! Con las bases sólidas que has construido, estás listo para crear experiencias increíbles que lleguen a millones de jugadores. ¡Éxito en tus proyectos!