Ventures of an ex indie game developer

Bound 3D

Got the game ready once the App Store opened again. It took me 16 calendar days, of which 4 were all-nighters. Much of the payload was the N-gon generation. The cutting itself was fine, but generating an N-gon from a number of convex points in a plane seemed extremely easy, but you should try it. The biggest problem was floating-point accuracy (at least in my algorithm).

Apart from that it was mostly easy peasy. But in the end I got a bunch of annoying faults I hadn't seen coming, for instance I wanted to flip the default iPhone/iOS6 orientation, which didn't work the same way as in iOS7 (which worked out of the box). Also had to re-write the touch handling to get portability between Win/Mac/iOS good enough. The accelerator and shaking functionality needed some tweaks. The tooling needed a couple of hours (hadn't updated my Mac build environment generate from VC++ 2010 project files). Screenshots. In-app purchase needed some fiddling. Some extra testing for iAd. And so on and so forth.

The game turned out fine, but definitely nothing spectacular or even notable. I've realized two things: coming up with casual puzzle games ideas is not trivial. At all! (I ended up making a physics game instead.) The other thing I realized was that even making a tiny game with a pinch of quality to it requires disproportionate overhead work as when making a big game. The conclusion is: don't make tiny games unless it's really good! Time to gzzzz...

About the author

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Gothenburg, Sweden