Developer Blog

Making Your iPhone Game Data-Driven

Most new game programmers can create a one-level action or puzzle game, but get stuck when it's time to expand the game to multiple levels. OK they say, I'll need a big tree of if(level==2) statements or better yet a switch statement. If they're in an object-oriented frame of mind they'll create a GameLevel class with subclasses for GameLevel1, GameLevel2, etc.

Randomness in Games: Less Random Is Mo Better

While coding the "survival" mode for Dead Panic I encountered a common situation - I had to generate random waves of enemies to confront the player. This is a straightforward exercise, right? Pick a random enemy type, a random position at the screen's edge, and launch them at the player. Hmmn, that looks more like zombies popping off of an assembly line, not proper scary waves.

Dead Panic: Survival submitted to app store

The first update for "Dead Panic" has been submitted to the app store and is awaiting approval.

New Features:

Tales of App Store Failure

Tales of App Store failure

I'd like to highlight the realities of the income you get on the app store without major press coverage or promotion on Apple's front page. "Dead Panic" is still on the launch pad sales-wise, but this post will serve as a nice counterpoint to future rich-and-famous stories, and show what can happen if the party never starts.

What is best in life: Idea vs. Execution

There's an ongoing debate on the iPhone Dev SDK Forum about what is more important - the idea, or the execution? And I'd like to weigh in on the matter.

When Conan of Cimmeria was asked "What is best in life?" he replied thusly: "To crush your enemies, to see them driven before you, and to hear the lamentations of deyah women."