Category Archives: iDevBlogADay
Switching gears to get unstuck
Last week I finished a long-overdue upgrade to Lion, Xcode 4 and the latest cocos2d. After I got THE OCTOBER GAME running again, I turned to updating the artwork that I talked about last time. The work wasn’t hard, but … Continue reading
GameOver, man
Feature evolution: The Game Over Display I build art for THE OCTOBER GAME in stages: Sketchy art – just as a placeholder Draft art – ties in with the game theme somehow. There are multiple cycles as the style evolves … Continue reading
The Game Deadline Problem, part 3
THE OCTOBER GAME was taking longer to finish than expected. Since I was unwilling to abandon it after some arbitrary date (that is, set a true deadline), I had to improve my development process. Why was the game taking longer? … Continue reading
The Game Deadline Problem, part 2
The deadline problem is, unless a project has a hard limit (like a fixed budget or a client milestone) or a willingness to halt work, it’s pointless to even call it a deadline. And a due date is more a … Continue reading
The Game Deadline Problem, part 1
A friend asked me about the deadline for THE OCTOBER GAME. Since it was the end of July (8 months after I started), this revealed a problem with my deadline-setting procedure. I’d set a due date, not a deadline. I … Continue reading
On The Dangers of High Self-Esteem
Shmott Guy Anti-patterns Being A Short List of Descriptions, Remedies and Example Thoughts, Enumerated in the Hope of Learning From the Mistakes of Others* Unwarranted optimism leading to higher risk-taking Sounds like: “I can produce my first commercial video game … Continue reading
Fatal Distractions
Making THE OCTOBER GAME: Defense against Distraction Welcome fellow #iDevBlogADay readers. I’m Will Culpepper, a fairly new, solo iPhone developer. My company is called eliolhan and I have four programs on the iOS App Store: How Old Am I, Tipidy, … Continue reading