Coffee Cellar on Sale

December 19, 2011

To celebrate this holiday season, Coffee Cellar is on sale with a massive 50% its regular price. That means you can pick up 6 months of blood, sweat, and tears for the low price of 1 dollar – well actually 99 cents (69p). Its not actually a 6 month supply of bodily fluids, its an actual iPhone App (Just wanted to clear that up).

If you still need convincing, read this review from Tap! Magazine.

The sale will last over the Christmas period and then it will return to its original, although still reasonable $1.99 (£1.49) price point.

I hope you can take advantage of the offer. If not, perhaps you’ll consider buying a copy for a friend or loved one.

Coffee Cellar Christmas Update is Out Now

November 21, 2011

The Coffee Cellar Christmas update is out now. Featuring…

- Features 3 new festive icons
- Shake your phone for a random coffee
- Tap the name tag in your cupboard to view concise coffee details without leaving the cupboard
- Fixed the appearance of the name tags in the cupboard. No more names running off the end of the plaque!

Grab it now

Coffee Cellar Postmortem

September 22, 2011

Coffee Cellar has officially been in the App Store for 1 month now, you can check it out here. Now is the perfect time to examine what went right and what went wrong. This is the final post in my App development series. If you want to read about the process of creating Coffee Cellar you can do so here. keep reading…

Coffee Cellar is out now

August 17, 2011

Coffee Cellar is available to buy today in App stores around the world. It’s been a long journey and I hope the finished product reflects the time, energy, and passion I’ve invested in bringing it to life.

In the next few weeks I’ll write posts on sales figures and a postmortem. For now though, please support me and download Coffee Cellar here. If you feel particularly generous, rating or reviewing the App would also be very well received. keep reading…

App Development – The Marketing

August 3, 2011

This is my final App Development post prior to launch. All of my work over the past 6 months is finally coming to fruition and I’ll soon get to see my App in the wild. It truly is the most exciting time in the App development life cycle.

Before I begin this post I should point out that marketing is the area that I’m weakest in. I get a huge kick out of developing Apps and games solo because it gives me a taste of all aspects of product creation. Code, Artwork, Sounds, and to some extent game design are all scientific disciplines that I can approach in a methodical way and learn (through practice). For some reason marketing alludes me. It’s a mine field and there doesn’t appear to be much in the way of science behind it. It appears on the surface to be some kind of dark art. Nevertheless, its a crucial aspect of creating your own Apps and as such, deserves attention.

keep reading…

App Development – progress report #3

July 10, 2011

Time for another exciting progress report.

The first Beta build has just gone out to the testers. Its slightly nerve-wracking but I’m looking forward to the feedback.

The few short weeks since my last progress report have been rather hectic. I’ve implemented lots of minor functionality, fixed issues, added Retina graphics, and also made the decision to implement a huge workflow change.

If you look back at my original wireframes, you’ll see that I planned to have both a coffee cupboard to store current coffees and a list to store all of your coffees. My idea was that you would archive a coffee in the cupboard and it would be removed from the cupboard but stay in your coffees list. During development it has become fairly obvious that this is unnecessary workflow.

What I’ve ended up doing is removing the coffee list view completely. All of your coffees are now stored in the cupboard. They’re ordered by the date they were added so that your current coffees stay at the top. Shared coffees appear above those. This has simplified the workflow hugely.

It’s been a fair amount of work involving changing most of the controllers and modifying my core data entities. I also had to run performance tests. I loaded up 600 coffees into the App which resulted in around a 10-20 second load time for the cupboard screen (on my iPhone 3G). Obviously that would have been a poor long term experience so I ran some more tests. The core data selection was fast but rendering the icons to the screen was taking time. I ended up putting a limit in place so that your first 50 coffees are loaded and then you are presented with a tappable icon to load more coffees (kind of like the twitter Apps you see).

There are still a number of items left to complete which I’ll focus on during the Beta. The next post I write is likely to be regarding Beta testing. After that it’s App submission and marketing.

Check back soon!

App Development – progress report #2

June 28, 2011

True to my word, it’s time for another progress report.

Much of my time, during the last few weeks, has been spent iterating the art. I’m now at the point where some of the artwork within the App is pretty much finally and I don’t expect it to change before launch (barring any issues during the Beta). There’s still a fair bit to do though, mainly related to the UITableView which looks out of place with its default look and therefore needs a drastic overhaul. keep reading…

App Development – Doing it properly

February 12, 2011

Stop me if this sounds like you

You’re at the start of a new project, it feels great. You have a blank slate upon which to build, what could be, a truly great product. You start by writing a document detailing the features, maybe you sketch out some of the screens, but pretty soon you get bored and dive straight into the code. What started out as a well thought out project becomes heaps of discarded and re-written code as you bash the product into shape. Maybe it turns out great. Maybe it doesn’t. But did you feel in control? keep reading…

A foray into App development

January 22, 2011

Whilst I’m brainstorming ideas for my next game, I’ve decided to take a slight diversion into the world of application development. My reasons for doing this are two-fold. Firstly, I’d like to expand my knowledge of core iPhone development (i.e. the interface builder and core API’s). Secondly, I’d like to see how the iPhone application market differs from the game market.

I’m still finishing off the first Astro Noughts update so I haven’t been able to commit much time to it yet. However, I have made some in-roads into a basic idea and some very early interface mockups – and thats what I’ll share now. keep reading…

Astro Noughts shopping list

December 11, 2010

Astro Noughts is currently “In Review” and with any luck should be in the App store next week. Whilst I’m impatiently waiting, I though it would be interesting to write up all of the hardware and software I used to create the game.

Each game you create is going to require different tools and it’s highly unlikely you’ll find a single piece of software to cover all of your needs. In fact, you’ll likely need multiple pieces of software to cover each of the disciplines. I’d encourage you to explore and be creative. Find tools you like, stretch them to their limits, and find alternative uses for them. Sometimes you can achieve the effect you’re looking for in really unlikely places. Its not the software that matters but the effect you can produce with it.

I’ve tried to make this list as comprehensive as possible and it therefore does include some obvious things (such as a desk) as well as some luxury items. I’ve included my reasoning behind each so I’ll leave it up to you to decide how necessary they are. I’ve split this list into sections to make it easier to refer to. keep reading…