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iPhone Development: Everything You Need To Know
 
 
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  iPhone Development: Everything You Need To Know
by Brian Robbins [Design, Programming, Mobile Phone, Indie, Smartphone/Tablet]
10 comments Share on Twitter Share on Facebook RSS
 
 
December 9, 2009 Article Start Page 1 of 4 Next
 

There's no doubt that the iPhone is one of the most talked about platforms in game development today. While there is a lot of great information available for developers looking to get into iPhone development, there is also lots of misconceptions and misinformation that can be difficult to filter out for anyone not actively engaged in the process of developing for the platform.

This article, originally presented as a lecture at the recent IGDA Leadership Forum, will cover the overall process of developing an iPhone game from start to App Store and beyond. The goal is to separate facts from myths and give developers an accurate idea of what to expect.


Overall, iPhone projects follow a fairly similar process to that of most console games: start with an idea, go into development, perform some final testing, then submit to cert, launch, and then follow up with ongoing marketing. Developers who approach their titles anticipating each of these steps will be the ones that have the most success and least frustration with the process.

There are a couple points in this process that are fairly unique to iPhone development. If this is your first iPhone game, then there is a crucial business and legal step to go through before completing development. The submission process is also a little bit unique, and finally marketing is perhaps the single most important aspect of having a successful launch.

Dev Program Application

Assuming this is your first iPhone game, then the first step in the process is getting accepted to the iPhone Developer Program. You will want to sign up for the Standard $99/year program, not the Enterprise program.

The important thing to realize here is that whoever applies to the iPhone Developer Program will automatically becomes the Team Agent, once accepted. While accounts can have Admins which can do almost anything, the Team Agent is the only person who can approve contracts with Apple, and it is the only account that can generate Promo Codes for released apps. It is possible to change your Team Agent, but it is a manual process that you need to contact Apple to do, so it is much easier to start with the proper person from the beginning.

Once you complete the application, Apple will take some time reviewing your application before accepting it. This process is likely just a few days now, though in the summer of 2008 it could take weeks or even months to get approved. You can start developing your iPhone game before you are approved. You will just be limited to only being able to test against the software simulator and will not be able to deploy and test against actual hardware until your application to the developer program has been approved.

Contracts / Banking

As soon as you are approved for the dev program, the Team Agent should log in to iTunes Connect to ensure that all contracts and bank account information is set up. The default contract only allows developers to submit free apps to the App Store. If you plan to charge money to purchase your apps, you will need to have the Team Agent approve the Paid Applications contract.

At the same time, you should also make sure the bank account and tax information in iTunes Connect is completely filled out. Your paid app will not be able to be released until all of this is completed properly; it is much better to do it early so this doesn't become the reason your launch is delayed.

Also pay attention to specific tax treaty information on iTunes Connect, and be sure to complete any additional forms that may be necessary depending on your location.


(click image for full size)

 
Article Start Page 1 of 4 Next
 
Comments

Glenn Storm
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Super cool, Brian. Bookmarked.

Neville Boudreaux
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Good article. Especially on the contracts info.



I do feel I need to expand a bit on the differences between the iPhone Simulator and the actual device (because this was a great headache for me). The Simulator is not case sensitive, but the device is. If you are using a database you'll need to copy it to the user's document directory to prevent it from being read only (but this isn't required by the simulator), and I seem to remember a few other File I/O issues.



I've learned to treat the Simulator as a very rough approximation (which is probably in-line with its' title), but I can't stress enough to try things out on the actual device early and often.

Brian Robbins
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All good points Neville. I haven't pushed some of those limits on the simulator which is why there weren't mentioned in the article. Your main point though of make sure to test on the device early and often is extremely important. The simulator is great for quick turnarounds and I'll often do most of my development against the simulator but I push to the device pretty regularly as well.

Jeff Murray
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Thanks, Brian - great article!

Stephen Northcott
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Great article. Especially the notes about having the correct physical devices to test on and simply reading and understanding the submission guidelines: We also have a 100% submission and approval rate so far in the AppStore, and don't really see what a lot of the fuss is about with regards to rejections... 9 times out of 10 it is because people have not followed the guidelines to the letter.



Would love to see a link to the "third party libraries that aim to assist in the problem" of accelerometer use in the Simulator. But I will go google for myself... just never heard of any..

Brian Robbins
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Stephen try taking a look at the "accelerometer-simulator" project on Google code (http://code.google.com/p/accelerometer-simulator/ ) I haven't personally used it, but that's the one I've heard the most about and it looks very straightforward to implement.

Brandon Davis
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Thanks for the greeeeeeat article! In time, I'd like to see more on marketing.

john muchow
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In addition to the links in the Resources section, I'd like to pass on a link to my popular developer iPhone blog http://iPhoneDeveloperTips.com which may be helpful for those looking for real-world tips and tricks on writing iPhone apps.

Juan Manuel Serruya
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Thanks for the article, ive found it very useful.

Kihoon Choi
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Thanks for the article and gooood tips.

I translated this article into korean and posting my blog.


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