Yuckfu Dev Diary #1
More than 4 years ago I released my first and (to this date) only game ¨C Yuckfu ¨C to the public. The game¡¯s concept and controls are ridiculously simple and can be grasped in a matter of seconds, but it takes hours to become good at it. The graphic sucks and there¡¯s no audio at all ¨C the gameplay however still feels as fresh as is felt years ago. It still is fun to play despite of all it¡¯s shortcomings.
Why am I telling you this? Well, I have been playing with the idea to redo this game for the iPhone for quite some time now. The iPhone¡¯s capabilities and input methods seem like a perfect fit for it. And with the App Store I might even make a buck with this.
A few days ago I finally downloaded the SDK and tried to get familiar with it. Now that I¡¯m 79€ poorer and actually able to test my desired input method for this game (the iPhone¡¯s accelerometer), I can safely say that it will be a lot of fun ¨C not only to play, but also to develop!
I¡¯m not planning to simply port the crappy graphics over to the iPhone, but to rewrite and re-design the whole game ¨C and to kick myself in the ass a bit while I do so, I decided to blog about the process. Sadly, because of certain circumstances, I¡¯m not able to talk about the iPhone¡¯s SDK too much, so I will try to focus on design and general programming aspects instead.
Since I¡¯m new to Objective-C and OSX programming this will be quite an ¡°interesting¡± journey. I hope you join me!