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iLang Syne: A Guide To iPhone Game Development In 2009
 
 
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Features
  iLang Syne: A Guide To iPhone Game Development In 2009
by Jeremy Alessi
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January 6, 2009 Article Start Previous Page 2 of 4 Next
 

The Present: Hardware Considerations

Deciding whether to use one of the available engines or use the bare iPlatform SDK is only the tip of the iceberg when it comes to developing a game for Apple's revolutionary new devices.

One of the first pitfalls to be aware of is that iPlatform development may be close to console development -- but it's still not console development. If a game is developed in conjunction with a second generation iPod Touch, then iPhone and first-gen iPod Touch users may complain about choppy framerates. 

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The iPlatform devices all use a Samsung ARM SoC 620 MHz processor, but earlier devices are limited to 412 MHz by Apple's firmware.  On the other hand, the second Generation iPod Touch is clocked to 533 MHz.

This speed divergence is in addition to other differences, such as the lack of a camera or microphone in the iPod Touch, the lack of GPS in all but the iPhone 3G, and finally, the various audio output options for all devices.

Music and iPod are nearly synonymous, and the iPod touch definitely does music. However, 1st generation iPod Touches do not have a built-in speaker, and rely on headphones for sound.

Second-generation iPod Touches do include a speaker, but its sound quality leaves much to be desired. Both iPhones include a more robust speaker that can actually produce something resembling bass.

Effects that sound decent on an iPhone begin to sound like insect chatter on a second generation iPod Touch, though. As a result, special low-range filters must be applied on sound effects to avoid the potential cricket convention.

While it may seem logical that users will realize the puniness of their iPod Touch speaker, it would not be wise to rely on that logic. Sound effects should be optimized to sound crisp and clear through all audio output options.

These hardware variances are subtle but they do produce challenges. The audio differences are something that even a console developer can expect, but the differences in CPU performance present a clear rift in the iPlatform-as-a-console concept.

Developing a 3D game for the iPlatform almost requires the developer to have an iPhone or original iPod Touch device. When dealing with 3D games running in the 10 to 25 FPS range, 5 FPS becomes a precious commodity, and represents a large percentage of a game's overall flow.

The Present: iTunes & Marketing

With the technical details out of the way, only Apple's iTunes Connect and the App Store remain as challenges on the road to riches during the iPresent. Of course, this is where the real challenge exists. With over 2,000 games in the App Store, it's hugely important to nail the application and release process.

Apple's iTunes Connect allows for an app profile to be created without attaching a binary. Be aware, though, that it's possible for an app to get stuck with this release date instead of the actual date that the app becomes available to the public.

The company can manually adjust for this, but there seems to be a bug in the system that will not allow the "release date" to be changed from the date that the app's profile was created. As a result, a game can instantly go DOA by getting buried under the heap of new apps released daily.

This is simply one minor point in the barrier to financial success on the iPlatform. Designing a great icon, choosing the proper screenshots, and describing a game succinctly are all hugely important to distinguish a game from the rest of the herd. Potentially the most important aspect of a game's presence in the App Store is insc what category the game is contained.


TouchSoft Mobile's Pizza Dash

While there seems to be a slew of racing games for the iPlatform, there are actually fewer pages (three) of racing games than any other category other than RPG (two).

The result of this is that Pizza Dash has a pretty good chance of catching a user's attention, even though it's sitting right next to Ferrari GT: Evolution. Conversely, there are 49 pages of puzzle games, which, makes it pretty tough to compete with Enigmo.

At IGC, 2007 Halo designer Alex Seropian said "be original"; nowhere does this apply more than on the App Store. Creating a genre defying game can help tremendously in an attempt to get noticed.

Thinking outside the box allows placement of a game inside multiple low-competition genres on the App Store, and increases the probability that users will actually click on the game's icon as opposed to scrolling on to the next page of needles in the proverbial haystack.

 
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Comments

Luis Gomez-Larez
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Great well-rounded article. Couldn't agree more. As an indie developer for iPlatforms, I would put even more emphasis and caution on the challenges of Marketing/Advertising on the App Store. This has been by far our toughest challenge on this platform; getting our app noticed among the thousands of already existing ones, on an indie developer budget.

I feel apple did a great job of 'solving' many issues for indie developers: low cost of entry, ease of programming, distribution. The one issue that remains unsolved (not that it is apple's sole 'responsibility' to solve it), is a better app search and ways to give exposure to all apps more evenly. I wish the iTunes/App Store had at least a 'Random' section that would showcase a selection of random apps. Also maybe a section showcasing top rated ones, (best reviews). This would 'spread' the coveted app store front page exposure a little more evenly across all applications.

luis

Mike Lopez
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Great article. The cost of entry and platform feature differences were especially insightful.

I find it really strange that Apple sorts categories by popularity but not by ratings. With such a large flood of Apps it is hard to determine the quality of the app by which to make a purchase decision based on price-to-quality value. Subsequently purchases are much more of a guess and so as a consumer I am not willing to risk as much at higher price points.

I also think much more of the App statistics need to be exposed to the consumer such as total number of ratings, more granular averages (i.e. 3.27 stars), ratings by App version number and by calendar quarter or month, version update rate, total and monthly average number of downloads, etc.

There might also be some interesting ratios or misc. stats that could be very insightful to some consumers in determining App value such as possibly the average rating per current version, the average rating per dollar of price?, the average downloads per dollar of cost?, the most popular Apps per category without a price drop, the average price change per month. I think the more Apple discloses to the consumer the harder it will be for developers to attempt to release cheap gimmicky shovelware for any genre and this should result in an increase in quality and value for the consumer and make it easier for quality developers to survive.

Mike Lopez
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By the way, one can activate 1/2 star ratings in iTunes 8 by editing the prefs file:

http://ideenecke.blogspot.com/2009/01/itunes8-activate-half-star-ratings-for.htm
l

I would still like to be able to set the level of granularity though.

Peter Bakhyryev
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Would be interesting to hear about the multiplayer aspect, and whether you think it's important or not, given that iPhone is an almost-always connected device and iPod Touch's internet capabilities are on par with Nintendo DS and PSP? Multiplayer and social games are becoming more and more widespread and developers should absolutely take that in consideration. You could probably add a whole page or 2, just to cover that one topic.

http://byteclub.com/blog/39-blog-multiplayer/49-where-are-multiplayer-iphone-gam
es

I Already
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Great article, thanks. The iTunes App Store interface *on iPhone* (rather than on Mac) is a curse from the most unimaginative and user-unfriendly depths of some soulless executive's most bland nightmares, so I think you slightly under-emphasized just how bad that part is ;), but I'm sure Apple will ditch it and put something half-way usable in its place soon.

I've started a FAQ recently to collate info on the technical, operational, and marketing issues around the platform: http://iphonedevelopmentfaq.com

Maury Markowitz
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I think the entire issue of presence has been underdeveloped on the Mac. On the PC you have things like XFire and such, but what I think we really need is a single "Presence Kit" that ties into SIP, XFire, iChat, you name it. That way programs on the iPlatform could register they're being played, and friends could see this and fire up. Even better, if you combine this with Bonjour and/or location-aware apps, then you could find people to play with simply walking down the street.

Dushy Singh
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Great article for newcomers. I think the next wave would be the emergence of RPG engines, FPS engines, RTS engines etc. specific for the iPhone. Some would probably be opensource. Hopefull,y some one comes up with an equivalent free / opensource kit like the ones you mentioned. We run an iPhone Learning course online via Video, PDF, and one-on-one support, at EDUmobile.ORG, and we do have a few people who struggle with the upfront costs of hardware. Hopefully the folks at Mac come up with a discounted version of the hardwares for developers - just as Google has done with their Gphone.


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