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30 Weeks of Game Development

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Re: 30 Weeks of Game Development

#21
post #3

Awesome, thanks for posting! It's interesting how the core game was basically finished very early on (week twelve or so), and then the rest of it was "just" polish. So in this case, the proverbial last 20% are really 60% of the work.

I would say polish/bug fixing should be closer to 50% than 20%.

I usually call it the first 90% and the second 90%.

Re: 30 Weeks of Game Development

#22
Great work guys! I am writing a game with my friends on our spare time and we have kept all the builds since the beginning so we could document it's progress with a video as well. Glad to see that people respond well to this. Wish you the best of luck!

Re: 30 Weeks of Game Development

#23
post #10

Congrats! Can you elaborate on this point? Despite being an iOS game 95% of development was done on PC. Was it a C++/OpenGL game that had a small iOS AppDelegate / GLKit / UIKit / etc scaffold?

You nailed it. Almost entirely C++/OpenGL with platform specific code only as necessary. I count 7 iOS specific files and they're all fairly small. What you mentioned plus interfaces for analytics, in-app purchases, game center, and profiles.

>Almost entirely C++/OpenGL with platform specific code only as necessary.

Well, I'm looking forward to seeing you in the next Humble Bundle, then. :-)

Could you elaborate on your use of analytics: how did you handle pre-release testing and what were you most surprised to learn from the data?

Re: 30 Weeks of Game Development

#28

Could you explain, "Despite being an iOS game 95% of development was done on PC."? Don't you need to do iOS development on a Mac?

If you are programming directly in objective-c then it will likely require using a mac. iOS games are often done in things like Unity where you can cross compile to iOS and Android. For that you can get away with using a PC.

Re: 30 Weeks of Game Development

#30

Could you explain, "Despite being an iOS game 95% of development was done on PC."? Don't you need to do iOS development on a Mac?

Sure. Right now our custom tech supports Windows, OS X, Linux, and iOS. I'm most comfortable in windows so that was my personal preference. That plus the Visual Studio debugger kicks the bajeezus out of Xcode for C++.

Some features could only be worked on through OS X. Gamecenter leaderboards, in app purchases, analytics, and some UI bits. Some of those don't even work in the simulator and require an actual device.

The windows build was missing a handful of features but none of them matter for development. No full screen, no settings, hard coded resolution config, incomplete UI, etc.

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