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."
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.
Agreed 100%. I own a Samsung Omnia with WinMo 6.1 (my 3rd WinMo device - the first 2 were ipaqs) and I just don't get this whole mobile gaming thing this side of GameBoy/DS.
I have a DS which I enjoy a lot, but I would have to say that my iPod Touch is definitely my most played game platform at the moment. I bought a bunch of games for $.99 each (Solebon, Cro-Mag Rally, Burning Monkey Puzzle Lab to name a few). They're all good for a quick gaming session when I have a few minutes to kill. Plus, you have companies like THQ, Namco, Electronic Arts, Atari, Konami, Sega and Hudson Soft developing for the iPod, so it's obviously a hot platform for games.
Taking guns away from the 99% gives the 1% 100% of the power.