Publishing a Commercial iPhone Game, Start To Finish
Niklas Wahrman writes with this "motivational story on how a student and part-time developer was able to take an idea and turn it into an Android project and then port to iPhone for commercial release in less than a year. In the article, he focuses on how to get a game done — a problem many independent developers face. During the development of the game, Asterope, he took a lot of screenshots from many of the development stages that show how the game gradually came to life."
More like Cell Phone Lames.
A detailed post-mortem is always a good thing. I have to say I love reading gamasutra's PM's - I get a much better perspective on the projects I do, if I can occasionally see how other people got through theirs.
meh
10 Levels to stop the Androids' invasion of Earth!
Does that include its deletion from the Apple store?
What?
But this is a great post-mortem about how to go from idea to finished game.
This "motivational" story could have been somewhat different had Apple decided that the student's project wasn't to their liking in some way (perhaps infringing on one of their own applications - that's always a popular one) and pulled it without so much as an apology.
Why am I reading Slashdot? Again?
That was an interesting read. He was very motivated and got to make and release a commercial game, practically all by himself; that's quite outstanding when you think of it, and inspiring too. The hard work paid off, kudos to his dedication (I'm envious)!
I'm sorry but any story regarding a product with an "i" in front of the name is not concerning technology and is a waste of my time.
Reads more like an advertisement for various "self help" authors and books to me.
Its amazing how many games are being released for the iPhone *every day* .... just like the iPhone (/iPod touch) platform is supposedly used more for reading eBooks than all the eBook readers together, I think the same is happening for games.
Of course while the majority of games are pretty budget right now (people in for the quick money), there's some real gems, and some are really making innovative use of the iPhone's touch interface which provides a lot of new gaming possibilities, and definitely suits some kinds of games more than others. My picks so far would have to be Galcon and Fuzzle - both highly underrated (or under-popular would be more correct) games.
WOW, well done!!!! i hope to enter the gaming field myself, currently in school for CompSci. i've done a few small projects....in VB (IK IK, HORRIBLE) but works im a year ahead in my Programming courses, and ive self taught myself a bit of C++ and C#. Inspirational story tho...
The most disgusting thing on getting your application on the Apple Store is the time you have to wait to have your application approved (at least 2 to 4 weeks) plus the time you have to wait to have your contracts verified and approved (at least 3 months). This kills any excitement you may have to publish applications. Four month to have your application listed? Of course this is for independent programmers. Companies like Electronic Arts and other have their application approved in 24h and Apple indeed give them special pages and special highlight on the shop. Show Apple the money and you will have their love. Show Apple the passion and you will sit on the shelf and wait until eternity.