Archive for Game Dev

Freemium Must Die

// January 29th, 2012 // 9 Comments » // First Game, Game Dev, iDevBlogADay

OK, now that I’ve got your attention… I’ll explain.  Freemium should be viewed for what it is, a tactic.  As such, it cannot become the de facto standard by which our gaming market exists.

A tactic can only be successful when it is properly deployed.  Which means that the general (you) must understand his troops (app) as well as his target (paying players).  A Greek phalanx, naval raking fire, and panzer bliztkrieg are all fine examples of successful tactics that have been employed.  Note also that in these examples, each tactic is impossible to deploy by the other example tactic.  In other words, just because Capcom could make money hand over fist with the Smurfs, does not mean that your game can leverage the same “troop” assets to achieve your goal.

Don’t be so quick to jump on the freemium bandwagon just because others have had success with it.  A smart general would never even consider using a tactic that his troops (app) could not properly execute.  Sure, you could use your archers to melee attack mounted cavalry, but that’s just stupid.

Really think it over, should you be giving your game away?  If you do give it away, are you hobbling it by making it an incomplete experience?  No one (or rarely) does someone want to play a game where they feel like they need to spend more money to really enjoy the experience.  If you think your game is worth something, charge for it.  If you make a good game, people will buy it.

Owner’s of Apple devices have shown that they are willing to pay for quality.  It’s your job to give it to them, not give it away to them.  That is unless you really know your troops & target, and it’s the best way to achieve your goal.  Not just because those guys did it.

Project “Darts” Update

// May 4th, 2011 // 2 Comments » // First Game, Game Dev, iDevBlogADay, Prototyping

Today, we’ll talk shop. Despite the fact that we have big dreams of becoming this Tour de Force in the industry, we still need to make games. While we’ve had tons of ideas, the one we decided to move forward with was the project codenamed “Darts”. It’s not really much of a codename, since that’s pretty much what the game is, but hey, we’re still new at this so cut us some slack.

Now, the demo may not look much further than what I did back in Austin and that’s probably a bit true. However, we have swapped out Cocos-2D for the PixelWave framework instead. Oz and the team have done a great job making the syntax of their framework very familiar for those of us coming from the Flash platform. Now, don’t get confused. It’s not Flash on the iOS platform. It’s a native iOS framework whose APIs strongly resemble the Flash APIs. Therefore, you don’t have to change your thinking all that much.

The Demo

Here’s the demo video. I’ll talk a bit more about it you view it.

The next thing for us to do is pretty much the “magic” in our app. I’m knee deep into CoreMotion at the moment. Here’s a direct quote from the documentation of CoreMotion that I’m trying to decipher:

This class defines three mathematical representations of attitude:

  • a quaternion
  • a rotation matrix
  • the three Euler angles (roll, pitch, and yaw)

Yeah, suffice to say, our cute little game has some pretty big math going on behind the scene. :) I’m probably digging in a lot deeper than I need to, but it’s something we’re gonna need to know later on anyways. Therefore, I’m trying to learn as much about it as I can.

Making Games is Fun

I’ve been digging more into the game code this week than I have for the past few months. I’ve done a lot of research by reading a lot of the guides that come with the Xcode documentation system. It’s helped a lot. I’m way more comfy with Cocoa and Objective-C now then I’ve ever been.

The biggest surprise for me though was how fun game programming is. I remember the game jam at 360iDev as being awesome, but I thought it had more to do with the people. I’m sure it had some to do with the people, but there’s no feeling like making your own game work on a device. To be able to have your kids play and to see the excitement in their eyes. To have them say, “Dad, when is it going to do this or that” is priceless.

If you get stuck or need some inspiration, give your game to a kid. It’ll work every time.

Scheduling – Did not make the October deadline, but 360iDev is fast approaching

// November 1st, 2010 // 4 Comments » // Game Dev, iDevBlogADay, Learning Resources

So, PoV’s Challenge is over. Sadly, we here at Area 161 did not make the magical deadline. It was a crazy deadline for us going in and we knew that. One of our dependencies is an iOS version that’s not even released yet, so we knew hitting the October deadline was not going to be possible. However, we did get a much needed jolt from the challenge.

One thing is certain for novice game makers like ourselves. To quote an email from my dad (the main artist):

Are we still on schedule?  Is there a schedule?

That’s the thing. If you’ve never made a game, you’re not really sure what the schedule should be. I figured taking on PoV’s Challenge would at least get us moving towards a goal and 1 month seemed as good a timeline as any.

The lack of progress probably rests upon me more than other team members. I need to be the driving force behind this effort. My dad can draw to his heart’s content and Smiley can throw idea after idea, but until I can code faster and more regularly, I’ll be the bottleneck. I’m getting comfortable with iOS dev, but the speed definitely isn’t there yet. If only there was somewhere I could get a turbo-boost in the iOS dev category. Oh wait, there is.

360|iDev is next week

Exactly one week from today, I’ll be in Austin participating in 360|iDev, the best iOS conference for an indie dev. I announced Area 161 back at the last 360|iDev. We then sorta validated some of our ideas at WWDC. PoV’s Challenge sorta put steam into our engines. I’m looking to this version of 360|iDev to finally get us to full steam. The game jam is my favorite part of the conference. Despite what the rules are, I’ll be coding “darts” while I am there. Taking full advantage of all the genius game making minds there to help me make this game.

If you’ve never been to a 360|iDev and you want to jumpstart you iOS game making career, drop everything and attend it. Yes, I’m biased cuz I helped create it back in the day, but others sing its praises. There’s even a great 101 intro to iOS dev on Sunday by the great Ray Wenderlich and it’s included in your base registration.

If you go, see you there. It’ll definitely be a game changer for us (pun intended). If not, you’ll be sorry. Really, you will.

OT: Insights from Adobe’s Main Dev Conference

// October 25th, 2010 // 1 Comment » // Game Dev, iDevBlogADay, Off-Topic

This week I am at Adobe MAX, which is Adobe’s huge developer conference. While it was devoted primarily at the Flash Platform, there was some pretty interesting stats that would apply to iOS developers.

Mobile is weak in everything EXCEPT bandwidth

One of the most exciting stats that I saw had to do with mobile as a platform. While we know that processors, memory, resolution are lacking compared to desktops, it’s interesting that by 2013 it’s predicted that mobile internet will blow by cable/DSL speeds.  This is interesting in that while the devices are weaker than their big brother desktops, they’ll be a lot fatter in data.

What does this mean for games? I’m not sure what, but something in that news struck a chord in my developer heart. With social aspects playing a greater and greater role in games, this can only be good news on that front.  We’ll be able to constantly bombard the games with social network data and toss what we don’t need after the fact vs. wasting cycles creating filters before hand.

Write-once, run-anywhere == not good

Another interesting quote was from Max, a developer at PopCap Games who ported Plants Vs. Zombie to Flash. I don’t remember what the question was, but the answer was one that rang true to me. He said something to the effect of, “At PopCap, we don’t think creating watered-down, write-once-run-anywhere games are the way to go. We like to create games optimized to each individual platform.”

I’ve said it before and I’ll say it again. While the write once, run anywhere makes sense from a business standpoint, I don’t see how it makes sense from a customer fulfillment standpoint. If it’s not native, you’re getting a sub-par experience. Now, what’s interesting is that the Blackberry Playbook is using Adobe’s platform as the “native” app framework.

Don’t lost your offline personality in your game

Another interesting tidbit was not directly game related, but I think it does speak to game makers. It had to deal with how magazines like National Geographic and Wired have distinct personalities in print, but then look pretty much like identical twins online. This is due to the current limitations of HTML and HTML rendering engines. Adobe is helping change that, blah, blah. How does this apply to games?

I think a lot of game makers have their own personalities in the real world. They have wonderful personalities and passions that are clear during face-to-face interactions. However, once they go to develop games, they lose that personality. A lot of games look cookie cutter and I don’t mean art. I mean by game mechanics and even genres. Like the “Review Cheat Sheet” that was posted a bit ago, “Please no more Fart apps.” I feel the same way about certain game types and genres: No more zombie games. No more God games. No more Flight Control clones. No more Doodle games. Hopefully, Apple continues to push us to create better games built upon newer concepts vs rehashing the same concepts.

Competition in platforms == massive win for developers/game makers

One of the most exciting things about going to two competing technology conferences is seeing the advancements that competition accelerates. Competition is what makes technology so great. This back and forth and one-up manship make our lives as developers and game makers that much better.

While you may not care about the Adobe platform, it’s still good for you as iOS developers. Anything that any mobile platform does that is sweet is good for us, because Apple will then find a way to one up that. This is a great time to be a mobile app/game developer, for sure!

iOS dev makes you a better programmer

// October 18th, 2010 // 2 Comments » // Game Dev, iDevBlogADay, Prototyping

There’s not much news on the game dev front, but there is some news on my developer skill front that I wanted to share.

I’m a script-kiddy at heart

By that, I mean, most of my professional career as a developer has not been using languages like C, Java, etc. Instead, I started with Visual Basic for Applications in Microsoft Access 2.0. From there, I moved onto old skool Microsoft ASP development (before the whole .NET stuff). After that it was Allaire->Macromedia->Adobe ColdFusion. Next was application development (not animation) in Flash Professional, which led to my learning of Adobe Flex and ActionScript 3.  ActionScript 3 is Adobe’s OOP flavored version of ECMAScript. Those basic OOP ideas in AS3 helped me make the leap to Objective-C.

Scripting languages are dynamic languages. Type casting is not required. ActionScript 3 was the first language in awhile for me that utilized typed variables. I’ll admit it was tough to grasp OOP concepts in the early days of AS3 dev because of the history listed above.

Cocoa makes you try harder

I love the team behind Flex and ActionScript 3. Their hard work on the framework and language make my day job easier. However, we know Adobe is not a huge dev company. They’re more known for their tools and design products.

Apple , on the other hand, writes A LOT of code. Cocoa and Cocoa Touch, not to mention all the flavors of OSes they keep putting out. Plus, Apple is all about design and even the various Cocoa and Cocoa Touch APIs reflect that.

The way categories and protocols play a huge rule influence how you think. The example of using a single class to accomplish many things because of these two aspects of Objective-C alone is good stuff. It makes me look at my Flex/AS3 code and say to myself, “Why are you making it so hard?”

Flex/ActionScript 3 could learn from Objective-C (and vice versa)

Yes, it is true. The two frameworks are vastly different. The two languages are vastly different. To make one try to be like the other is a disservice to the language you’re working with currently.

The thing that I take from iOS dev to Flex/AS is how to better organize and think out my code: “Do I really need all these classes?” “Do I really need to write another method?” I’m went from prototyping with lots of classes and not much thought to architecture, to finally cutting out code and allowing myself the proper time to think things out before I code.

Flex/AS3 dev helps bring a more playful side to my iOS development. With Flex/AS3, prototyping an idea is quick, easy and fun. Many people talk about how hard it is for them to quickly prototype a game mechanic. Thanks to Flex/AS3, it’s pretty much second nature for me.

Bottom Line: Following your passion helps you grow in all aspects

We wanted to make games, that’s our passion. We realized that Apple’s platform was the best offering out there.  What we didn’t realize was how much iOS’s style and clarity was gonna spill over to my daily code job. We didn’t realize that it was going to get my retired dad (he’s an artist) involved. We didn’t realize it would get our families cheering us on. We didn’t realize it would strengthen the bond of two great friends even more.

Your passions are there to guide you to happiness, not make you rich. Being rich is just a by-product of life doing what you love. Remember that and you’ll always be happy. :)

Darts Update…

// October 11th, 2010 // 3 Comments » // First Game, Game Dev, iDevBlogADay, Partnerships

I like patterns, so for my updates on game dev, I’ll use the pattern I set forth today where I call out the section and what progress was made in the section. Not like you really care, but hey, patterns are comforting to me. LOL

Code

This was probably our weakest area this past week. The lack of improvement was entirely on me because I’m the lead (and only) developer on the game. The reason why I slacked though was a good one in my eyes. My folks came to visit the fam and I hadn’t seen them for quite awhile. We did a lot of hanging out, dinners, lunches, board gaming, etc. They ate a lot of my time. Plus, Smiley came down to my neck of woods in Arizona, so of course our kids had to hang out. :)

In addition to that, my main dev box went into the shop. Therefore it was pretty hard to dev when the machine I’m most comfy with wasn’t around during my core coding time. I even missed a beta testing deadline that I really felt bad for, but hope to make up.

Concept Art and Character Development

I’d like to point out something before I go into the update. Smiley was sorta tasked with art originally (along with other responsibilities). Although technically, we both could step up to the job since we were both really good artists in High School and College. Here’s the thing though, we’re both way rusty. Smiley wanted to step up though, so I gladly handed off that task, knowing full well coding would eat up more than its fair share of time as my primary task. Thing is, art skills take awhile to de-rustify. Meanwhile, we ‘re sorta pushing for this whole end of October deadline for PoV’s Challenge. What to do? Well, my dad was here visiting and he’s an artist. Therefore, I asked him to whip up some things.

See, a lesser partner would be insecure and come back with, “Well, that’s my job. Your dad can’t do it. I don’t care of his stuff looks better than mine or not, it’s still my job!” Smiley took a look at some of my dad’s concept art for the darts and was like, “Uh…yeah, that’s way better than what I’ve been working on. He’s hired!” With the responsibility (and I’m sure stress/pressure) off of Smiley to produce art, he was able to focus on game design. We chatted about various dart types and another aspect of the game that we’re not ready to reveal yet. (It’s not that it’s wow-amazing, but rather we’re not ready to explain the reasoning behind it quite yet).

Therefore, while the code didn’t progress much, we pretty much nailed down the design of the game itself. Once I get the basic mechanic in place, Smiley will be able to test it and make adjustments as necessary. Another cool thing is when I had a question about how to implement the mechanic, Smiley was there with a quick and decisive answer. That was nice. One thing I hate is when I can’t decide on how to do something. Being able to ask the game designer, “Which way do you envision it?” and get a quick answer back makes my life and internal stress level go down.

Corporation/Business Stuff

Another thing that finally got settled down is a lot of the mundane business stuff: business licenses, incorporation docs, getting our corporate dev account (I’ve been using my personal one up ’til now), etc. On the one hand, it’s not very glamorous or even impressive. But on the other hand, it definitely helps to make everything seem more solid, etc.

The nice thing about incorporating is that we have talked about all the things partners should talk about but tend to avoid. We talked about splitting up, how things would end, what if things go south, how do assets get divided, what if one of us dies, etc. Yeah, it wasn’t pleasant. LOL But, it’s a great relief because we’ve had those discussions so when we go to draft up documents to lay it all out, there won’t be any uneasiness.

Sound/Music

I’ve been spending a lot of brain cycles on sound and music. I’ll likely make the soundtrack in, well, Soundtrack. LOL A few years ago, I wrote a song for my son’s video and I think it turned out rather well. It took me like 3 days to “write” it when I made it. I’ll likely spend a few days next week dusting off Soundtrack and laying out some basics tracks.

I like music, but I have no idea how it works. LOL For instance, here’s a great start to a song of mine (flash required), but you can see where my lack of training starts to show near the end. I like what I hear and often hear songs in my head, but I should get properly schooled in the art of music. I tried to learn guitar last year, but didn’t get far. I’ll have to pick that up again so it’ll hopefully help me translate music from my head into real, audible compositions.

As for sound effects, Smiley and I can already “hear” the sounds in our heads, but we’ll have to figure out how to get them into a format you all can hear. :)

Moving Forward

Well, that’s it for the update. Sorry it wasn’t as grand or as much as we hoped it would be. Smiley had a sister-in-law getting married and I had my folks. Not to mention, we’re not a true indie shop: we still have dayjobs. All in all though, I think it was still progression towards our goal and that’s always a good thing. ‘Til next week!

Our First Game: Code Named “Darts”

// October 4th, 2010 // 3 Comments » // First Game, Game Design, Game Dev, iDevBlogADay

It’s time we unveil our first game! This is the first concept actually created by both me and Smiley. (Technically, there was Tiny the Blog but that was just me at the 360|iDev game jam sans Smiley) Our code name for the game is (drumroll please):

DARTS

Yeah, I understand codenames are supposed to be…well, codes. However, we’re still new to game dev and so we’re saving all of our creativity for the game itself and perhaps the real game name. Remember, I’m also the one that said it was safe to discuss your ideas publicly, so that’s what we’re doing. Now, I know what your thinking, “Darts? Really? All this talk about story, originality, ground breaking interaction, etc and they come up with darts?”

Some key factors to the game design:

1. Multiple devices – Our darts are going to use iPods and iPhones as the dart device with the iPad being the dartboard. It’s something that seems to make sense for us and still unique. We actually had the idea around WWDC, but have been waiting for GameCenter to make it to the iPad which finally is happening with iOS 4.2. It’s not a new idea or even all that novel, but it’s still unique enough to be different.

2. Dart types – This is where we will differentiate ourselves. There’s a ton of serious dart games out there for both the iPad and iPod. Ours is NOT going to be joining their ranks. Ours is going to be completely different. While we are taking the basic game of darts as the basis for our mechanic, that’s about where it stops. See, it’s not that we think that darts as a game isn’t fun. However, let’s face the truth. Darts is not America’s most favorite past time. Therefore, we have an idea of how to introduce some more fun into the game. To give you an idea, here’s some concept art for the darts:

A couple of dart types

This is what you’ll see on the dart device whereas this is an idea of what you might see once the dart lands on the dart board:

Concept Landed Dart

We have some other creative ideas as well, but we haven’t fleshed them out yet. Therefore, you’ll have to tune in to our next week’s post to get a deeper view into the game.

The main artist for the game art is my dad. Smiley and I are way rusty on our art skills, so we needed someone who actually knew what they were doing. My dad has been an artist all his life, most of it professionally as a graphic artist. He’s retired now, so he needs something to keep him busy. According to him, the sketches above show how “rusty” he is. LOL It’s also neat to have him contribute to the design of the game in addition to being “just” the artist. How can you not look at that concept art and get inspired?

PoV’s Challenge Update:

The past week was getting a rough game engine in place to put up screens, load/play sounds and figure out simple sprites. We coulda used Cocos-2D, but I figured that we’re going to eventually be pushing the boundaries of iOS as far as interaction, etc in future games. Therefore, rolling our own will likley be an eventual thing, so we better get our learn on now. This week is going to be nailing down the throw mechanic. I have some ideas of how to do it technically in my head, but we’ll see if I can actually translate that into compilable Objective-C code!

All in all, it’s a pretty exciting time for us as a company. We’re in the throes of building our first game and we have a crazy deadline to hit. We’re starting to feel like real game developers for the very first time and we’ll be honest, the feeling is pretty intoxicating. :)

PoV’s Challenge: Make a Game and Sell a Copy in Oct

// September 27th, 2010 // 12 Comments » // First Game, Game Dev, iDevBlogADay

Make a game in October and make money off it. Can you do it?

If you’ve never heard of Ludum Dare, shame on you. It’s not only a game challenge, but probably one of the coolest! Here’s the description straight from the competition’s About page:

Ludum Dare is a regular accelerated game development Event.  Participants develop games from scratch in a weekend, based on a theme suggested by community.

Now, my favorite game challenge is the 12 hour game jam held at 360iDev.  However, Ludum Dare has to be a close second! Now, while making a game in 12 hours or over a weekend is all fun, the likelihood of whipping out a bestseller is slim. However, a month or so should be plenty of time to whip up a game that you can then profit from by either selling a copy, an ad or licensing it…right?

Well, that’s what the PoV aka Mike Kasprzak,  the current leader of Ludum Dare, thought as well. He was so sure of it, he issued his own PoV Challenge. I highly suggest you click that link and read up on the details, it’s a short post and the rules are simple. In fact, here they are in their entirety:

Make a game — take it to market — sell 1 copy (or license it, or earn $1 in ad rev)

That’s it. We indies talk a lot of talk, but very few ever deliver: Yours truly being one of those that have yet to deliver. I think, like PoV says, we do something to change that.

Wait?!? You wanna what?!?!

I told Smiley, the other half of Area 161, that we’re doing this challenge and his response was like the one above. There’s a bajillion reasons why one can’t deliver on this challenge:

  • Not Enough Time
  • Not a Solid Idea
  • No Experience Selling a Game
  • No Experience Making a Game

The list could go on and on. However, rather than adding to the list that I’m sure all you kind readers are already adding to my short list there, I figure we should tackle the opposite. Let’s list the reasons why we CAN deliver on the challenge:

  • Why not?
  • There’s 44, 640 minutes in October
  • A house fly lives out their entire life in under a month (and they bug you for what seems like forever)
  • How sweet would it be to have a game by Halloween (pun intended)
  • With #iDevBlogADay, you have plenty of help
  • With Ludum Dare, you’ll have even more help

Let’s do this thing!

I know the old saying, “Rome wasn’t built in a day.”  However, I’m thinking they were probably collecting taxes (if not at least pillaging) after 30 days! LOL

Now, I’m notorious for taking on bizarre challenges. My old business was begun on pretty much the same kinda whim: The great John Wilker, the notorious Ted Patrick and I created a conference for over 400 people on a whim in a few months. Surely a game for 1 person can be done in a month, right?

The nice thing about this challenge vs your typical game challenge is that you can take an existing game idea, one you’ve been working on for months (or years) or one you were hoping to have complete by year’s end and use it. Granted, you can always start from scratch but I know that a lot of people find that part way too daunting. Whatever works best for you, take one day to decide and run with it.

One game, one month, one chance.* You in or not?

In our next week’s post (and the next four posts after it), we’ll be tracking our progress and spilling the beans about our game.

*=Alright, so you’ll likely have more chances but that’s more dramatic sounding!  LOL

iOS Platform: What we lose vs what we gain

// September 20th, 2010 // 4 Comments » // Game Dev, iDevBlogADay

I was chatting with my old pal, Bryan Zug, after dinner last week. The conversation turned towards companies that turn community into profits: Facebook, StackOverflow, O’Reilly, etc. One thing that stood out to us was how many of these companies benefit monetarily from their community’s output yet do not share the profits with said community. It was a trend we acknowledged that was sadly becoming more and more common. Zug and I have both been involved in businesses where we at least tried to figure out ways to reward the community that helped build them.

Talking with Zug is great because you run the gamut of many topics all within a single car ride. Soon, we were talking about something else and he made this statement:

“Apple’s platform may be its hardware and iOS, but the thing that makes the platform is the apps and the developers who create them.” He’s right and as he continued to talk I wanted to interject, “And when you think about it, Apple was one of the few who figured out how to monetarily reward the community that is contributing to their success.” But Zug soon moved on to another great thought and so I was left to keep that one to myself.

iOS: The Sacrifices

1. Objective-C is the language of the iOS platform:

In a post on my personal blog, I talk about how Apple won the Rich Internet Application platform war that Adobe and Microsoft seem to be fighting amongst themselves. Apple did so quietly, so quietely that neither Adobe nor Microsoft noticed until it was too late. Adobe and Microsoft wanted to create something new, while Apple leveraged their already loyal developer base. Technically, Adobe also had an existing developer base with their Flash platform and Microsoft’s new platform Silverlight borrowed ideas from their other languages. However, Apple is the only one who thought things through from inception to payday. Sure, the easiest way to build an app is with a little known language called Objective-C, but you can use your C/C++ and even your Flash and HTML5 skills to build an app if you want.

2. You need to be connected:

To fully leverage the iOS platform, you need a connection to the internet (wi-fi or 3G). Sure, you can play games offline when there’s not a connection around (that’s probably the only time I really play ‘em, to be honest), but the rest of the magical aspect of these devices comes from the cloud. I read a couple of comics this weekend for the first time in a long while. I did so through my Marvel app (that I downloaded via the cloud) and read my comics (that I downloaded from the cloud) via that app. It was a very enjoyable experience that would not exist without being able to access the cloud at some point. If I had to download the apps and each comic via a desktop first then sync, I’d never had done it.

3. Desktops are far more open and powerful:

The previous point leads to another aspect of the iOS devices, they are not the proverbial “desktop”. These machines do not have quad-core processors with 10 gigs of RAM. There’s no graphics card in ‘em that can power dual 24″ monitors at full 1080p resolution. Heck, their not even laptops. They don’t have a Core Duo, a few gig of RAM or even a mouse. The are very limited devices when compared to a “real” machine, which is why many devs dismiss them as a viable platform. Plus there’s the whole App Review process, but Apple has recently become more open with regards to that.

When you think about creating a game, it sorta makes you wonder why we have chosen to build for this platform with so many limitations. It’s the same reason Facebook, Google, Flickr, all started their business on the relatively limited world of the browser. Sometimes you have to sacrifice a few things to gain access to a particular user base that you know can help you be successful. Making sure you can get in front of the users is more important at times than what you can get in front of them, especially if there’s the ability to get paid.

iOS: The Benefits

While we do sacrifice some of things mentioned above, we also gain some things:

1. A better way to interface:

The reason that the iOS platform is so successful is because it feels so natural. A mouse and keyboard, heck, even the joystick and D-Pad, have never really felt natural. Sure, you can get used to them. The human mind has the ability to make up for inadequicies in our environment and make them feel less obtrusive. The Wii-mote is successful because it’s more natural and easier for non-techies to pick up. The same could be said of iOS devices. My oldest boy could never figure out how to load the only game I had on my non-touch Blackberry. That same boy, upon his first interaction with my iPod Touch, was playing games in under a minute.

2. The ability to make the device fade away:

Apple spends untold millions and probably billions of dollars creating these beautiful devices. I’m talking not only about the hardware with their sleek design, but I’m also talking about the iOS system itself. The default eye candy in the iOS is the envy of the industry. Here’s the weird thing though: Despite all that, Apple pretty much says (through it’s designs), “While all this is beautiful, while we spend a ton of cash to make everything look just perfect, we do it for one reason: So people will forget all about that and lose themselves in your content.” When I read Daredevil this weekend, I got lost in the story and the art as it should be. I didn’t marvel (pun intended) at the polished metal of my iPod; I didn’t tap the screen asking, “How is this retina screen made?”; In fact, if I didn’t have to rotate my device, I would’ve forgotten the device was there at all. It’s something that the Sony PSP with all it’s buttons and knobs on the front of the device can’t do.

3. A way for a couple of guys to make a living:

Apple, for being the huge corporate monstrosity it is at over 30K employees, is probably doing more to bring down big business than anyone else on the planet. They’ve already gave the music industry a wake up call. Now, they’re helping the Movie and TV industry to see the same. Their biggest and most world changing decision though has to be their attach on the developer ecosystem. Most every other development platform in the world says, “Buy our dev tools, make cool stuff and figure out how to get paid on your own.” Apple took the time to say, “If people take a chance on our platform, how can we reward them?” I’m not sure they were thinking about the indies who are quitting thier corporate jobs or not, but Apple at least thought about how to pay the community. Sure, you could argue that free apps are more popular than paid apps, and it’s true. Therefore, Apple made it’s own Ad platform to help you make money off of those more popular free apps.

Apple aside, it’s all about the community

The thing to remember though is that we’re human, even though we’re developers. We’re not machines. We have desires, hopes, dreams, goals. We humans also have this strange desire to connect with like minded people. That’s why restaurants are made for two or more in a party vs single eaters. It’s why even motorcycles can handle two people vs just one. It’s why the internet has become an integral part of our lives. It’s also why iDevBlogADay can be born and become so popular.

Thanks to the great iOS community (those we’ve met at 360|iDev, WWDC and through #iDevBlogADay), we will likely begin development of our first game this week. Are we done learning? No, not by a long shot. Are we done coming to the community for help? No, expect lots of questions from us here and on twitter. We are just beginning this crazy journey of ours, but we’ve met and conversed with people who have succeeded and with those who have failed. We have met those who can program and make games and those who cannot program yet still make games. We have met great developers who get sucked into the Apple Mothership to beat the drum even harder for us indies.

We look to the future ahead of us. Despite the fact that we’ve never made a game, we look forward with excitement, not fear. We look to sharing our success and failures with those that have shared the same with us. In the upcoming weeks, we’ll start sharing stuff on our game. We hope you stick around to partake in our journey with us. See you on the other side!

I’d buy an iPod just for this game.

// September 6th, 2010 // No Comments » // Game Dev, iDevBlogADay, Purpose

My brother-in-law muttered the phrase, “I’d buy an iPod, just for this game.” He said it in reference to “Angry Birds”. It was exciting to hear him say that, even though it wasn’t my game.

Smiley, my biz partner in this crazy venture, has a 5 year old son. The first thing his son says when he groggily walks out of bed in the morning is, “Where’s the iPad?” He stumbles to it, swipes it on and goes to town playing “Angry Birds”.

Smiley’s wife asked how fun a game where you cut fruit could be. He pointed out, “See how high of a combo you can get?” She got a good combo and shouted, “Booya!”

My brother-in-law comes over to my house for dinner often. At some point, an iPod invariably finds its way into his hands. He fires up GeoDefense. This weekend he was stoked that new levels were released and was immediately engrossed in them.

When my boy wakes up Saturday morning, or if he’s awake when I get home Friday night, I’ll get a hug and an excited, “Daddddy!” Shortly thereafter comes, “Where’s the iPod?” He knows I buy new games on Friday and he’s jonesing to play whatever it is Daddy has brought home.

My wife has played “Box of Sox” for over a year. I asked her once, “Do you really like the game?” She said, “No, not really. I’m just really mad that no matter how high of a score I get, it always says, ‘You should move back in with your mom.’ when I die.”

There is something magical about games. For some, it’s logical. For others, it’s emotional. Regardless of the reason, games are magical. They have the power to transport us away from this place we call home and even life. It can help us pass time while waiting in line. Or it can be a companion to keep us company when no one else is around.

As game makers, it is our duty to seek out that magic. Too many people rely on copying other people’s magic. Eventually though, we’ll need to step up our game and move onto original ideas. I love this quote from Kurt Cobain that GMail likes to show me quite often:

Wanting to be someone else is a waste of the person you are.

I think that applies so well to indie game makers. Yeah, we’re the same in our desires and our goals, but it’s our uniqueness that makes us strong. Huge game studios and publishers can outspend us on yet another copy cat game. The more we try to compete on that copy cat level, the more power we give them. They will win because they have to money to do it. Let our uniqueness shine through and they can’t touch us. No money in the world will ever buy them what’s inside of us. They know it and they’re scared of the day when we show them that we know it.

I love Pixar movies. One of my favorite film of theirs is “A Bug’s Life.” It’s often overlooked and pushed into the shadows of their other “great” films. In the film, the grasshoppers have bullied the ants for quite a long time. They dictate the terms to the ants and the ants just take it. The grasshoppers are bigger and badder than any one single ant. One day, Flik (one of the ants) and Hopper (the grasshopper leader) have this exchange:

Hopper: Let this be a lesson to all you ants! Ideas are very dangerous things! You are mindless, soil-shoving losers, put on this Earth to serve us!
Flik: You’re wrong, Hopper. Ants are not meant to serve grasshoppers. I’ve seen these ants do great things, and year after year they somehow manage to pick food for themselves *and* you. So-so who is the weaker species? Ants don’t serve grasshoppers! It’s *you* who need *us*! We’re a lot stronger than you say we are… And you know it, don’t you?

Now, I’m not saying that the Game Biz is filled with slave drivers. I’m not saying that at all. But if you look at a game studio, by definition, not everyone can be a game designer; Some just have to do titles, some just AI logic, some just character design. I don’t doubt that some people still manage to put a bit of themselves into their repetitive studio work. The fact that there are great studio games prove it.

However, we live in a different time. We live in a different age. Apple spends more money than most of us can ever dream of, creating this magical platform for us to leverage to explore our dreams. They invite us to dig deep into ourselves and find that piece of us yearning to be freed. They hope that we mix that together with their magical device to create something that will wow the masses. They want us to make something so great that people will say, “I’d buy an iPod just for that game.”