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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."

4 of 38 comments (clear)

  1. Ha ha! by butalearner · · Score: 5, Funny
    A very (probably unintentionally) funny part about this game for the iPhone is the objective (from the game's website):

    10 Levels to stop the Androids' invasion of Earth!

  2. Re:Good for him. by butalearner · · Score: 5, Informative

    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.

  3. Start to finish... by iminplaya · · Score: 5, Funny

    Does that include its deletion from the Apple store?

    --
    What?
    1. Re:Start to finish... by alexj33 · · Score: 5, Funny

      Here's a Flowchart on how Applications get permission to enter the App Store.

      http://gizmodo.com/5051273/how-apple-picks-which-apps-make-it-to-the-app-store