Archive for the 'Postmortems' Category

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…)

Language Aid: A Postmortem

August 27th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

Language Aid is a system-wide text lookup tool I developed and sold for the past couple of years. I recently decided to make it free and release the source code. This is the story behind it.

Rewind to 2006, I was just winding down active development of Vision, my OpenGL Window Sever/UI Framework. I had started work on Vision in college 3 years earlier and had been churning on it full-time for the previous 2 years. I had decided that it was finally time to get a job and so I interviewed around and accepted a position at Apple. I had two weeks until my start date and I wanted to do some programming for fun that was completely different from what I had been doing.

Iron Coder[0]

It was during that two week period of not yet working for Apple that Wolf Rentzsch started the (now defunct) Iron Coder contest. The way it worked was that the organizer announces an API that each of the contestants must use somehow in their entry and then 24 hours later a theme is announced that entries must also somehow incorporate. I thought it was just what I needed. A fun, small-scoped project with a little bit of competition. So the day of the very first Iron Coder arrived and the contest API was announced: The Accessibility API. Accessibility API? What’s that? Until that moment I had not been aware of it but it was actually just what I had been looking for to solve a different problem I had. I started researching it and immediately there were portions of it that were very interesting to me. Specifically, the ability for programs to inspect and copy data (like displayed text) out of other running applications was of particular interest to me.

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Caster for iPhone: A Postmortem

October 31st, 2009
Spencer Nielsen Follow snielsen42 on Twitter

My good friend Mike has for many years had a pet gaming project called Caster which he has worked on in his free time for graphics experimentation and his own entertainment. And for almost as many years I have been working with him to port it to various platforms such as Mac OS X and iPhone OS (as of this writing I am currently poking around with a Dreamcast build of Caster). Recently Mike gave a presentation we co-authored called iPort: How to Bring Any C++ Game to the iPhone at the GDC Austin 2009 iPhone Games Summit based on our experiences with porting Caster to the iPhone. Even before the GDC presentation Mike and I thought it would be cool to write a postmortem on porting Caster to the iPhone. At the time we thought we could turn it into a blog post or web article or something. After being accepted into the iPhone Games Summit at GDC we adapted a lot of the notes and material that we had produced for the postmortem into the presentation slides. The presentation went well and the slides were jam packed with a lot of good tips and tricks for both iPhone porting newbies and experts alike. However, I thought it would still be fun to use the original material to organize a story-like postmortem.

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