Back in the game

October 6, 2011

Foreword: Today, I, like the rest of the world, woke up to the sad news that Steve Jobs had passed away. It always takes you by surprise when you feel deep sadness at the passing of someone you didn’t know personally.

The thing is, for all of its millions of people, the world can feel very empty and lonely at times. We feel connections with people who impact our lives in significant ways no matter how little they know us (or we truly know them).

I nearly pulled my original iDevBlogADay post, instead writing a simple thank you post to Steve Jobs. The thing is thousands of people, much more eloquent than me, have said it better.

Wired’s post sums up the whole thing in a post that both mourns his passing and celebrates his life – Steve Jobs, 1955 – 2011.

Panic changed their homepage to reflect their feelings. Very touching.

@RobLoBue wrote a truly personal note in his post “A life without Steve Jobs“.

To wrap this up, and to explain why I’m still posting my original post below, in Mr Jobs’ own words “Your time is limited, so don’t waste it living someone else’s life… have the courage to follow your heart and intuition. They somehow already know what you truly want to become.”

keep reading…

From Idea to App store in 6 months

September 22, 2011

6 months, 5,000 lines of code, 13 blog posts, 15,000 words and both the App and my blog series are finally finished. When I started this I planned on following a carefully designed and documented process to translate my App store idea into an actual product. Along the way my aim was to share all of the steps with you, along with the results.

This post intends to wrap-up the series. It also contains the final blog post, my Coffee Cellar postmortem. Whereas the postmortem covers the App itself, this post reviews the process and acts as a convenient hub to bring together all of the previous posts in the series (for future reference). keep reading…

BrainWave v0.4

August 27, 2010

About 5 months ago I spent a weekend creating a project management tool (named BrainWave) for my game development. I received positive feedback and a few developers were interested in trying it out so I launched a private beta. During the last 5 months I’ve had a steady trickle of invite requests. I’ve also continued to develop BrainWave. keep reading…

BrainWave – Idea Management for Game Developers

March 28, 2010

Project Management – It’s perhaps the least sexy part of independent game design and development. If you’re anything like me, you’ll have struggled endlessly with existing products trying to cram your “unique” workflow into their stubborn interfaces, only to not even bother opening it again after a handful of attempts.

I’ve often resigned myself to the fact that project management tools just don’t suit my style of game development. It is true afterall that developing games for the iPhone involves a much shorter time frame – rapid development and multiple iterations are key (at least for me). Still, without these tools I find myself floundering. Where do i write my new ideas? How do I track my progress? What are my next steps? keep reading…

Icarus

June 10, 2009

“Alas for him! Warmer and warmer grew the air. Those arms, that had seemed to uphold him, relaxed. His wings wavered, dropped. He fluttered his young hands vainly-he was falling-and in that terror he remembered. The heat of the sun had melted the wax from his wings; the feathers were falling, one by one, like snowflakes; and there was none to help.” keep reading…

Researching the story

May 23, 2009

Twisty Little Passages Book CoverI have now developed my game prototype to a point where I know that the ideas I have on paper are possible in practice. The next step for me is the story. Due to the nature of the game i’m developing, I feel that I need to thoroughly research the history of the genre. Crucially, I need to ensure that my control scheme will retain the enjoyment that comes from the basic mechanics of this type of game,  whilst also adding a new level of accessibility. I’m also looking for inspiration in order to create a story that is unique in addition to making the odd, gentle nod to the genre’s illustrious history.

The basis for my research is a rather excellent book titled “Twisty Little Passages: An Approach to Interactive Fiction” by Nick Montfort (That should give a rather huge clue as to the nature of my game). This is a fantastic book discussing the early origins of interactive fiction and then taking a deep look at the computer text adventures in which interactive fiction manifested itself. The chapter on riddles is particularly interesting and it certainly provides some inspiration for the elements that my game could contain.

In addition to this I’m also enjoying some key pieces of interactive fiction, the most notable of which is “Violet” by Jeremy Freese (A winner of the 2008 Interactive Fiction Competition). If you think that interactive fiction is limited to games where “you are in a dungeon” and have to “pickup sword”, you really should try this. It’s amazing how far interactive fiction has progressed.

I have a few ideas for my story but so far i have not pinned anything down. This will be where my focus lies in the coming weeks.

[updated] Project Management for iPhone Game Development

April 26, 2009

omnioutliner iconIt occurred to me the other day that i don’t really have any sort of project plan for my Game. Sure I have some ideas scribbled on pieces of paper scattered around my apartment but nothing more concrete than that. What i’d really like is a tool or suite of tools for recording my ideas and planning the remaining tasks.

To that end i started to research some available options on the internet. One of the first leads i stumbled across was this article which refers to an issue tracking system called Trac. I played around with this a little but ultimately felt that it was too heavy for my project and didn’t offer me the speed or flexibility i needed for prototyping my ideas. keep reading…