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."
10 Levels to stop the Androids' invasion of Earth!
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.
I agree wholeheartedly. I usually go to GameDev's collection of post-mortems, which includes links to gamasutra's. The "what went wrong" sections are especially insightful.
Does that include its deletion from the Apple store?
What?