PostHeaderIcon Confessions of an iPhone Developer


After over a year of developing for the iPhone I've decided to write an honest blog about my experience as an iPhone developer.  I've used the scatter gun approach and tried every type of app imaginable.

I've had some successes, such as A Low GI Diet and the controversial A Blackjack Card Counter and some failures such as Animated Crazy Smilies.

Each week I hope to add another story about one of my apps, and discuss what has worked and what hasn't worked and why.  I also would like to talk about how things have changed for us developers over just one year.

I think people assume that iPhone developing is the quickest best way to get rich, but with over 100,000 apps in the iPhone App Store it's getting harder to get your message out there.  If you're thinking of quitting your job and becoming a developer then you need to read this first.



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PostHeaderIcon My Nightmare Outsourcing iPhone Development to the Chinese


So I'd been developing for the phone for about 8 months, and if you'd read my previous posts you'd know I'd had varying success.  I decided I really needed to get a good proper game in the store, one that I could be proud of.  I had loads of ideas for games but I really didn't think I was skilled enough to pull it off.  Then in mid June I got an email from a Chinese company offering to develop iPhone games at a low cost.

My idea was to make a Bungee Stickmen physics style game, one that showed a range of parameters and based on those parameters you decide the length of rope, which determines whether he lives or dies.  Seemed pretty straightforward in concept but as I said I really didn't have all the skills.

By this time iPhone app sales were already beginning to slump, it was getting harder and harder to break through the noise.  So I knew I didn't want to spend too much. After all it could hit the store and only make $100. But I realised I needed their help, so I could do a few other apps while they worked on it.  So after much haggling and negotiations I managed to strike a pretty good deal, only $1,500 but I had to do all the graphics myself.  The trouble was I was required to "flexible in delivery time".

My app must have been a job that was handballed around the company, I spoke to several people via email, following it up every few weeks.  I finally got my first prototype on September 22.  I was pretty disappointed, it wasn't a game at all, just a guy clumsily jumping off a bridge on a straight vertical rope.  The speed was too fast and too linear, no real physics to speak of.  Turns out they'd never seen a bungee before and they couldn't use the link I'd sent them to a youtube video of it because it was blocked by the Chinese Government.  They of course never bothered telling me this.

I ended up chatting on skype to someone for several hours until I felt he had a reasonable understanding of what was required.

Now this guy seemed pretty good and from then on it seems he spent a lot of time on it.  I think the budget for the project was probably a big blowout.  So when I finally got a basic app on the 1st of December that;

1.  Showed the parameters

2.  Took input for a rope length

3. Had a bungee guy jumping of a bridge

I was happy to pay the money and get the code to finish the project.

So looking at the code I found they had used cocos2d a very handy API for developing 2D games.  I read through the code and worked out how everything fit together.  It was structured nicely with separate scenes and layers for each step of the process.  But there was still a lot of work to do.

I decided to:

1.  Implement a BitmapFontAtlas instead of a basic font to add a bit more style.

2.  Fix the blood animation which was initially a sprite that expanded.  It wasn't too hard to work with particles and get something a bit more realistic.

3.  I needed to come up a scoring system.

4.  Develop some more backgrounds and more levels.

5.  Add some extra animation, such as birds etc.  (I also added a fun little feature where Santa appears only on very rare occassions.  I was hoping to base a marketing strategy around giving prizes to people who identify the correct, stage, level and jump.  But I wasn't sure on the legality of that, could be the subject of a future blog post.)

6.  Add the ability to save the status.

7.  Keep a worldwide scoring mechanism.

8.  Give it some progressive gameplay to keep people addicted.

The last one is probably the hardest to accomplish.  It's hard to get the right balance so that it's easy enough to play but not too easy, and hard enough to keep people interested.  I think I managed to do it though, by progressively adding more parameters to deal with, as the game progresses to each new stage.  I also added an increase in the score required to advance.

So anyway to cut a long story short I did all of these things and quite a few others.  I was really keen to get the app into the iTunes Store before Christmas.  Just in case there was a spike of sales over the holidays.  The last few days I've been working until 5 or 6am then sleeping for 4 hours and back onto it.  Luckily the app review team were kind enough to approve it and it's just gone live in the app store today.  I'm pretty proud of the end result but only time will tell if it becomes another addictive little iPhone game.

So what did I learn about my experience with the Chinese developers.  Well I think if you want to get something done right and on time you probably need to spend more money than I did.  But with the iPhone store the way it is, it's a bit of a risk spending too much.

Could I have done it myself?  Probably, but it would have been a sharp learning curve and it may have taken me 4 months myself when I had to start from scratch.  It would not have left me time to do the other things I've done.  The best part of the app is the realistic rope.  I falls very naturally and is the biggest part of the code.  It would have been quite a hassle to code up myself.  But cocos2d is a great starting point anyway and it was really great to be able to implement all these new features that the game needed.

So here's a youtube video of the final result of all those months of work by the Chinese and all those late nights from myself.  Feel free to contact me with any feedback on the game.

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Last Updated (Friday, 18 December 2009 13:39)

 

PostHeaderIcon Controversial iPhone App "A Blackjack Card Counter" back in the store after 2 Months out


The iPhone App "A Blackjack Card Counter" is one of the most controversial Apps in the iPhone Appstore.  In February 2009 a story about how the Nevada gaming board sent out a memo warning about the app, was picked up by Reuters and sent to media outlets all around the world.  This publicity send sales of the app through the roof for a brief period of time.

As the developer of the app I was concerned of course about the implications of having a controversial app.  I sought some legal advice and it was deemed that making the app or buying the app was not illegal.  But that using it in a casino almost certainly was.  I made it clear in the app and in my promotional material that people should not use the app in a casino.  At the time Apple made no comments on the app or it's legality or otherwise.

Not long after the media frenzy I submitted an update to the Appstore which basically required people to confirm that they would not use it in a casino.  However Apple refused to allow anymore updates to the app, but paradoxically allowed it to stay in the store.  I was just happy that it wasn't removed completely so I accepted that no more updates could be made, even though it didn't really make sense to me.

Then out of the blue on the 5th of October 2009 I received a phone call from Apple informing me that the more controversial element, the stealth mode, had to be removed.  I quickly made the update, but in the mean time the app was removed from the store.  Presumably this was a change in Apple policy.  My initial update removed the stealth mode, I was then informed that I also had to remove the vibrate feature.  I again quickly made an update.

There were some issues with the review process and it has now been almost a full 2 months but "A Blackjack Card Counter" is finally back in the store.  The appstore is still a relatively new phenomenon so I understand that Apple's policy needs to be updated and refined from time to time.  I just hope that it now remains in the store and available for years to come.

 



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Last Updated (Wednesday, 02 December 2009 05:04)

 

PostHeaderIcon iPhone App rejected for being too violent


Hi iPhone lovers,

Today I'm going to talk about an app that was rejected for being too violent.  The App is called "Augmented - Wanted Dead or Alive".  It's a simple first person shooter that uses the camera to shoot real-life objects/persons.  Well it was going to shoot both objects and people but it was deemed to violent.

Here's a screenshot from my original promotional material.  Now it's obvious that you can't actually shoot anyone with your iPhone.  However apple wasn't happy with the fact that you could aim it at someone and pretend to shoot them.  Perhaps they thought it might encourage people doing the real thing, but how can it really be any worse than a lot of other games out there with more graphic violence.

I would have thought that lax gun laws in the USA and channels like FOX News pumping fear and hatred into millions of homes would have had a bit more of an impact on a shootout than a harmless little iPhone App.  But maybe that's just me.

Anyway the App was eventually released without the option to shoot people.  Well you can still shoot people but there's no blood animation.  Just glass smashing, metal holes and splintering wood.  Not quite the app I was hoping to make but you gotta play by the rules I guess.



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Last Updated (Monday, 30 November 2009 00:06)

 

PostHeaderIcon Why all my apps start with the letter A


If you have a keen eye you may have noticed by now that all my iPhone apps start with the letter A.  Even Blackjack Card Counter was renamed A Blackjack Card Counter.  I thought that looked a bit weird so I thought about legitimate names that start with A.  When I created my wireless bluetooth retro style space game I called it Attack PRO.  But why?

The best chance of an app being found by iPhone customers is in the iTunes App store.  But it also needs to be visible within the store.  The best place for an app to be found is in the top 100 list.  But how does it get there, a lot of people have to find it and dowbnload it first before it makes it to the top 100.  Well it can be made New and Noteworthy or be on Staff Favourites etc.  But apple decides what gets on those lists, developers have no control over it.  The next best way an app can be found is when users sort by release date.  This list is sorted by day but within each day it's sorted alphabetically.  With over 100,000 apps in the store, naming it something starting with A keeps it at the top of the list longer.  So this is what I was doing.

Eventually however I decided it just looked too weird, having all my apps starting with A.  I'd just created an app that used the new augmented reality feature of the iPhone OS 3.1.  It was a wild west style first person shooter that uses the camera.  I thought it was going to be very popular and I decided it didn't need to start with A.  The name I came up with was "Wanted - Dead or Alive".  When it finally got approved for the app store it landed at about position 80 in the most recent list.  That's page 4.  Who's going to look through 4 pages of new apps?  Not very many people and the debut of my best app yet was very disappointing.

So my next chance for it to get noticed was to do an update and rename it "Augmented - Wanted Dead or Alive".  An update would put it back at the top of the recent releases.  But by the time the update was approved apple had changed the rules.  Now the recent releases would be sorted by the date they were first made not by the date of the update.  My best app yet was destined to lost in the sea of Apps that is known as the crappstore.

I decided not to make the same mistake with my latest app "Amazing Universal Detector".  I plan on making an app called "Aaron's Aardvark Adventures".  I just need to work out what it's going to do.  :-)



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Last Updated (Saturday, 21 November 2009 13:00)

 

PostHeaderIcon iPhone users have no friends


For my next iPhone app I decided to try and be the first at something.  The new version of the software iPhone OS 3.0 utilised wireless bluetooth.  So I wanted to get the first bluetooth game in the store.

I thought I was onto a winner with Attack P2P which I later renamed Attack PRO.  It's a retro style arcade game.  You connect two iPhones or iPods via bluetooth and avoid the meteors to shoot each other.  I waited excitedly for the results.  The first full day in the store I sold 35 worldwide.  I was so disappointed I made it free the next day.  I thought if a lot of people download it then I make it a paid app again, they will need to get their friends to pay for it.  But I only got about 2,000 downloads the next day as a free app, which is pretty poor for a free app.  Now that it's a paid app again I only get around 1-5 downloads a day.

So I tried another tactic and released a free version Attack LITE with only a few levels.  That now only gets around 100 downloads a day and hasn't helped sales of the paid version.

So what went wrong?  Well from reviews people seem to love the app but a lot of people comment that they would love to have a single player mode.  It's something I can do in the future but I really thought that an app that uses bluetooth and you can take on your friends would be a hit.  But I've come to the realisation that iPhone users have no friends.



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Last Updated (Saturday, 21 November 2009 11:40)

 
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