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Portables (Apple) Programming Games

Publishing a Commercial iPhone Game, Start To Finish 38

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."
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Publishing a Commercial iPhone Game, Start To Finish

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  • Good for him. (Score:5, Interesting)

    by bigattichouse ( 527527 ) on Thursday October 16, 2008 @01:12PM (#25403001) Homepage
    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.
    • Re:Good for him. (Score:5, Informative)

      by butalearner ( 1235200 ) on Thursday October 16, 2008 @01:22PM (#25403173)

      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 [gamedev.net], which includes links to gamasutra's. The "what went wrong" sections are especially insightful.

  • Ha ha! (Score:5, Funny)

    by butalearner ( 1235200 ) on Thursday October 16, 2008 @01:17PM (#25403067)
    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!

    • Re: (Score:2, Interesting)

      by hvm2hvm ( 1208954 )
      I'm thinking it was intentional since the game was intended for Android, for the challenge actually if I skimmed the article right.
  • by iminplaya ( 723125 ) on Thursday October 16, 2008 @01:28PM (#25403249) Journal

    Does that include its deletion from the Apple store?

  • by verbalcontract ( 909922 ) on Thursday October 16, 2008 @01:34PM (#25403363)
    The postmortem is mostly about how an independent developer developed a game for Google Android, and has a blurb about developing for the iPhone. From TFA:

    I won't discuss the details of developing for the iPhone. I'm a bit unsure of the NDA so I better keep my mouth shut.

    But this is a great post-mortem about how to go from idea to finished game.

  • by Anonymous Coward

    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.

  • Well done (Score:3, Insightful)

    by FornaxChemica ( 968594 ) on Thursday October 16, 2008 @02:13PM (#25403831) Homepage Journal
    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)!
  • by mcbevin ( 450303 ) on Thursday October 16, 2008 @05:53PM (#25406535) Homepage

    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.

    • by mdwh2 ( 535323 )

      There are games available for loads of mobile platforms, including phones. It's only because this story includes the word "Iphone" that it gets front page news, as if it were something new.

      • There are games available for loads of mobile platforms, including phones. It's only because this story includes the word "Iphone" that it gets front page news, as if it were something new.

        I can't agree at all with "only includes the word Iphone". It's definitely a piece worthy of Slashdot discussion (or as worthy as any other). There aren't newer mass-market gaming platforms than the iPhone; by it's design the iPhone incites a new approach to designing games; Android IS new; most games for the iPhone are as new as the App Store (which is new); there are still issues and controversies about that App Store and Apple's discretion; the development cycle started on the open platform Android and

    • by Draek ( 916851 )

      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.

      You're not serious, are you? the Nintendo DS is various orders of magnitude more popular than the Kindle, and that's leaving aside the PSP versus whatever eBook reader is second-best right now (case in point, I can't remember any besides the Kindle).

      Fuck, it wouldn't surprise me if a single Palm model would be used more for reading eBooks than all eBook readers combined, that's simply too low of a barrier. But Apple will sooner beat Microsoft on the desktop than surpass (or even be able to directly compete

  • 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...

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