Indie iPhone game development

Indie Project Management For One: Tools

I’ve been making computer games in some form or another for just over 25 years now. At the very beginning, as a hobby (passion) and completely by myself (although not for lack of trying to get some of my friends involved). In the late 90s, when I finally left academia and started making games professionally, [...]

IAP Bundles: More Than Just Good Deals

In-game point bundles are nothing new. Even before the time of in-app purchases, Zynga was famous for releasing “points” apps to increase your game reputation or other stats. The fact that they released not just one way of getting points, but many different apps at different price points, was something I dismissed as a marketing [...]

Mock Objects: Friends Or Foes?

In a previous article we covered all the details necessary to start using unit testing on a real-world project. That was enough knowledge to get started and tackle just about any codebase. Eventually you might have found yourself doing a lot of typing, writing redundant tests, or having a frustrating time interfacing with some libraries [...]

Remote Game Editing

I’ve long been a fan of minimal game runtimes. Anything that can be done offline or in a separate tool, should be out of the runtime. That leaves the game architecture and code very lean and simple. One of the things you potentially give up by keeping the game runtime to a minimum is an editor [...]

Nitty Gritty Unit Testing

It’s one thing to see someone drive a car and have a theoretical understanding of what the pedals do and how to change gears. It’s is a completely different thing to be able to drive a car safely on the street. There are some activities that require many small details and some hands-on experience to [...]