My first iPhone game is available for download on the App Store. I call it Hello Hanoi!. It’s my “Hello World” for iPhone game development via Towers of Hanoi. My motivation to code and released the game came from the 1GAM challenge. A year-long event that dares developers to release 1 game every month.
When planning the game, I wanted to keep the scope very tight. At the end of it, I wanted a polished, tightly scoped game over a feature-rich, unpolished game. I think I managed to achieve that, but for my next game, I’d like to try the opposite.
I had a difficult time getting a hold of artists, so I decided to just learn pixel art and make all the assets myself. To begin making the art, I tried a few applications: Gimp, Aseprite, and Pixen. Gimp had issues with leaving artifacts on the canvas. Aseprite had problems with cursor position and I felt the UI was awkward. Pixen kept crashing. It was a bit frustrating so I restarted and re-installed them all. I launched Pixen first, and it seemed to work, so I stuck with it.
The result of making all the art myself shifted the release date dramatically. I should have released at the end of January and it’s almost March. At the same time, I had a lot of fun learning pixel art and learning about art in general, such as attention to color, lighting, shadows, and mood.
One particular level was very tedious to create and I soon realized I could generate the art instead! So, I launched Processing and wrote a small sketch to create a series of city buildings. It doesn’t look as good compared to what I could have done by hand, but it was a lot faster to create with this method.
The code was straightforward, but I did have to learn a few iOS specifics. How do I write a plist to storage? How do I use the new storyboards? Like the art, it was at times frustrating, but in the end it was worth it.
One mistake I did make was over-generalizing. I had the idea that it would be neat to support n number of discs. I wrote all the code to handle the rendering and positioning of the discs, but then realized it didn’t fit into the game. Players would get bored before they reached that many discs, and the necessary horizontal scaling of the disc assets would break the art style. So, I ended up taking the code out. Next time, I’ll try to catch myself over-generalizing.
I had a fun time making my first 1GAM game and I look forward to trying something new for the next one!