Archive for the 'Humor' Category

December 30th, 2012
Spencer Nielsen Follow snielsen42 on Twitter

Both my own siblings and my wife’s siblings have had a Christmas present exchange for the past couple of years and although the gifts are never extravagant, we always try to make them thoughtful. This year we thought it might be fun to give our siblings a choice of which present they wanted. We thought of making a card with the various options printed on it but then I came up with the idea of making a custom app that could serve the same purpose.

But I didn’t want it to simply be a card analog. It would have to take advantage of some of the unique features of iOS and do things that a normal card could not. Maybe we could somehow sneak it on to their iPads without them even knowing and surprise them with it! I was really excited about the idea and so I immediately sat down and started cranking it out. Thus, was born. (more…)

Zurp 1.0 Postmortem

December 15th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

Last September I wrote a blog post introducing Invader Zurp which revealed a little of the back story on how I came upon this new game idea after it’s first 2 months in development. Fast forward to 3 months later and Invader Zurp had just hit the App Store! I thought it would be useful to sit down and review the last 5 months of development, kind of plan out where I want to go from here and go over the events and insights that I thought were most influential during development.

The Story So Far…

So to recap the original blog post a bit, it was the middle of the summer (2011) and I had been working my brains out on Cannonade for the previous 6 months. I was a little discouraged at that point because progress wasn’t coming quite as quickly as I had hoped. Reception from my testers (just friends and family at that point) hadn’t been as positive as I had wanted either. I still had a very clear vision of what I wanted Cannonade to be and still believed that there is a ton of untapped potential for multiplayer-only games on iOS. But there was only so much I that could do as a one-man team and testing a multiplayer game can be quite time consuming. I took the family on vacation in early July and was able to step away from things for a while. It was then that I got an idea for a single player experience that distilled the core gameplay mechanic of Cannonade down to it’s essence. Thus Invader Zurp was born. Within two weeks I had modularized the Cannonade game engine, re-written the graphics sub-system in OpenGL ES 2.0 and had a working prototype. And it was fun! I found myself on very long “testing” sessions playing even after I had verified my fixes. I seeded the first alpha version in early September and wrote the introductory blog post. Then began the journey of finishing the game and kicking the darn thing out the door. (more…)

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