1,155 karma · joined July 31, 2009
Fortunately for me, my girlfriend works as a nurse and has lots of afternoon/night shifts, which is great for me so I can dedicate myself to some pet projects.
However it's not easy, it's very complicated to explain to her that "I don't want to go out because I'm working on this bug...".
So you have to balance your life a little more, instead of taking 2 months to complete your project, maybe it will take 3 months. And that's fine for me. Some times can be a good thing to get away of your project and come back a week later with a fresh mind, it makes you actually want to work.
With that said, after 6 months with lots of interruptions including holidays I was able to complete my app http://codebugapp.com/ , I just released last week.
The available tools for the mac don't work well enough for for a reason or another and I created this as a personal tool, but it started to grow into something that I can show and let other use it. Hopefully :)
The downside of this is that you start to have lots of subclassed objects just for a gradient or slide-up/down animation that you could do with 2 or 3 lines in js or css.
I wish someday simple view design could be done in html/css and leave the logic and core functionality to the native language instead.
Everybody is so worry about monetization and get rich that they forgot the fundamental rule on a game: Let it be fun and enjoyable, let it be immersive.
How would you feel when you were young playing atari, nes, etc and something kept asking for your parents money to continue to play the game ?
TBH I rather play 5-7 dollars straight away for a game that includes everything then 0.90 cents where everything is locked up.
If DLC's are getting ridiculous on consoles, IAP is the apple store game cancer. It should go away.
I don't mind iap for other type of apps, in fact, it's a cool thing, you select only the features you need and you upgrade accordingly. But on games, it's crap, and it must go away.
As a gamer I feel like I don't actually own the game, I've installed it and all, but it's like this feeling of not being "safe" and confortable while playing it. I'm always expecting to find some stupid option to request my credit card in order to upgrade my weapons or some levels so I can finish the game.
We shouldn't be loosing this sort of honesty in gaming, just give it a price for the whole thing and get out of my way.
And yes, while you have to have responsive app (iPhone, Ipad, vertical/horizontal), you pretty much have the framework (cocoa) do all the heavy lifting for you, you don't have to worry about you content being viewed in a different device or other OS.
The Android on the other hand I got to agree with you, but Android itself is the Internet Explorer for mobile apps. I'd hate code for an android device as well :P
Today you need to consider: responsive design,javascript frameworks, css frameworks, LESS, websockets, nosql vs rdbms, server-side frameworks, good quality design, good UX, cross-browsing etc..etc..
Back in the old days we didn't consider or even thought of half of this, not that it was better, obviously not, but most of us learned gradually. I would hate to be a programmer and have to start learning all of this from scratch :X , the entry barrier is much higher now, it's sad.
On the other hand, mobile apps don't have all this fat around, you can easily build an app by just using the APIs and focus on design and UX
Yes, you may loose a margin of profit that might be redirect to your cloned app, but if your app is really good you are safe. People tend to use the original, not the copy-cat.
Look at Angry Birds, the cloned games tend to be called "that game that looks like ANGRY BIRDS" even if they don't even have birds, but pigs or elephants.
The Apple's documentation is also pretty damn good and I also use Stackoverflow.com/google a lot when I need to understand something with other prespective