Space Pirates now live
Monday, January 28th, 2008
NA-NA-NA-NA-NA! Three sound toys that I’ve been working on with Milo Creative for the CBeebies show “Space Pirates” are now live.
Read more about them here.

NA-NA-NA-NA-NA! Three sound toys that I’ve been working on with Milo Creative for the CBeebies show “Space Pirates” are now live.
Read more about them here.

Theres a number of interesting bits of homebrew that are being released at the moment, ranging from emulators and ports to bespoke games and music toys. I’ve been playing around with a few, trying to crystallize a few ideas into something that I might develop part-time (especially when the official SDK comes out). Its quite a peculiar device to design for, due to its unique abilities and shortcomings. Some things it does very well but others are a big no-no. The most significant absence I’d say is the lack of d-pad for tactile feedback when mashing buttons. This is interesting though, some developers have been experimenting with putting graphical interfaces on the screen (a virtual d-pad) but this really doesn’t work. The closest device to design for is probably the DS (with the d-pad buttons removed), so any titles like Zelda which uses the stylus so ingeniously are definitely a significant source of inspiration for future iPhone titles. Its proof that mechanics can be adapted to a different interface if well considered. The only difference between the DS and the iPhone is the use of the “hot dog stylus” that is your finger, which obscures the objects that you are trying to interact with as well as limiting the accuracy of your click. This can be countered to some degree by transposing a rollover or representation of the item you’ve selected above the click position to make it visible (much like apple do on the keyboard when you click). I’ve done this on Ducks (the current action puzzler I’m playing with) and moving up by around 40-50 pixels and it really improves the usability of drag and drop on the iPhone.
Heres a brief roundup of mechanics and genres that I think work well, some that dont, and some that havent really been tried out yet but that really deserve an outing on the new device.
The good
Interface - Gestural interfaces
eg Crayon Physics port (iPhysics)
These also work extremely well - direct manipulation of the objects on screen make the interface extremely learnable and highly suitable for the casual audience of the iPod owner. For games, toys and creation tools, gestural interfaces are applicable across the board.
Suitable ports: Loop, Sodaconstructor, Moovl
Interface - Tilt interfaces
eg Labyrinth
Very straightforward to use, these work very well with the iPhone’s 2D accelerometer. Great while sitting at home or train, perhaps less so when getting your elbow’s battered on the bus.
Suitable ports: Super Monkey Ball, Loco Roco, Wario Ware Tilted.
Genre - Turn based / solo puzzlers
eg Othello, Chess, iSolitaire, Sudoku
Already popular casual games with well-known rules, these are already plentiful on the iPhone’s existing roster (as well as abundant on the DS and PSP). Well suited to game-snacking sessions of seconds or minutes.
Genre - Point and click adventures
(example ScummVM - Day of the Tentacle, Sam and Max)
These work *wonderfully*. The slow pace and direct interaction are ideally suited to the iPhones interface and nature of use. The only possible problem is that they are not always suited to 5 minute game-snacking but demand slightly more involvement to remember the storyline/setting and current options/objectives.
The bad
Interface - D-Pad/button input (exemplified by the large number of emulated games - NES, PSX etc). This means no platformers, shooters or arcade adventures unless modified to use the touchscreen properly. Ports will not be that straightforward.
The missing
Genre - Racing games. Tilt sensors or multitouch inputs could really work for both 2D and 3D views.
Genre - Virtual Pets. Multitouch Nintendogs? Hell yeah! Finally I can scratch BOTH the dogs ears at once.
Genre - Minigames - Wario Ware, where are you? Multitouch and tilt-sensitive mini-games are just dying to be added.
Genre - Music games - Mutlitouch, multiplayer Electroplankton that pulls tracks from your music library on the iPod/iPhone. That definitely works. Calling Toshio Iwai…
Any other ideas or thoughts? Put em below!
I’ve been playing some more with the iPhone/iTouch. Despite much headbanging, I think I’ve got through most of the major frustrations that can be so commonplace when trying to learn something somewhat alien and or new. The lack of documentation (and a debugger) has made progress somewhat peculiar and retarded, but the number of resources popping up has certainly reduced my blind stumbling in a rake-field to more of a dizzy meander through a china-shop. (Small pic here shows current progress of my action puzzler! oh and yes i know it looks a lot like roadies now…. shhh)
Next up - a prediction. Game and application development for this is going to be massive. There have been to date 100 Million iPods sold. Thats a lot. Compare this to 65 million DSs and 15 million PSPs. Assuming that Apple chooses to phase in the iPod touch OS as the default OS for the iPod, this guarantees a fair number of potential customers. Assuming that people have a copy of iTunes and an internet connection, purchase for them is extremely simple. Not to mention the fact that people could potentially buy games straight from their iTouch/iPhone. I’m no nostradamus (and as a disclaimer I have backed some exceedingly shabby horses in the past) but there seems to be very little that apple have done wrong with this. Development is extremely easy - playing with the development libraries available with the current toolchain, a lot of the nasty stuff is taken care of with reasonably high-level libraries - be that networking, graphics, animation, 3D, audio, GUI. Its very similar to development on OSX.
If you are interested in doing some more playing, here are a few recommendations (caution nerdcore).
Get this book - iPhone Open Application Development. Its only a tenner for the PDF (”rough cut” available now) and gives you EXACTLY what you need to get started and a great overview of Objective-C and the iPhone libraries.
Learn Cocoa (if you are on OSX). Go through the tutorials at Cocoa Dev Central to learn about cocoa foundation classes and cocoa graphics. These are very similar to the iPhone’s frameworks.
Be careful with memory management. This was the cause of most of my frustration. Lots of classes kept disappearing and without a debugger I had no idea whats going on. Setting autorelease doesnt mean a class gets garbage collected when its no longer referenced. It means it will get deleted automatically at the end of the current event loop. damnit.
Get some nice Xcode templates from here. These even take care of SSHing into the device so the code will be easy to run as soon as you build.
This is a remarkable video the result of a (for me) unlikely collaboration of Philip Glass, and logo-esque geometry education - created for the kids TV show Sesame Street. What I really love about it is the purity, the conveyance of wonder, these geometric forms arising from the simple behaviours displayed on the screen. Glass’s haunting, minimal score is perfectly suited to the animation. For me, this is such a wonderful way to help inspire interest in children - really giving them a “Whoa, whats going on here” without any on-the-nose explanation (ie Big bird asking Kevin Bacon what a triangle is or somesuch something).
Via Ben’s Antenna
Phew 2008 already. Apologies for the complete absence of posts these past few weeks, I’ve got lot of different bits and pieces I’m dying to post about but really don’t have the time yet sadly. I’ve got a lot of projects taking up a big part of my time, many of which are happening simultaneously. February should be a lot less hectic so should be a time to go into more details on the fun stuff that keeps cropping up like Johnny Lee’s projects and Videotrace. I’ve also got tons of code that I’m planning on open sourcing at some stage.
I’ve been working on three fun little sound toy flash games for CBeebies with the guys at Milo - should be live this week.
I’ve been designing and developing a 3D multiplayer driving game (think Mariokart meets Crazy Taxi) for the Science Museum’s latest exhibition “The Science of Survival”. Really happy with this one, can’t wait to see it go live on April 5th.
I’m honored to have been invited on the D&AD Awards 2008 Gaming Jury. Its been an amazing year for games with some outstanding titles, looking forward to joining the jury with some familiar faces and others I’ve always admired.
I’ve been plugging away with the iPhone toolchain and got a fun little action puzzler up and running. I’m still getting my head round some of the weirdnesses of the toolchain (and having to learn Objective-C and the iPhone frameworks at the same time), but hopefully will have something to show soon.
Lastly, I’ve been working on some experience prototypes at IDEO for some upcoming (and obviously NDA’d) products. I read The Art of Innovation a couple of years ago which really piqued my curiosity in IDEO and the way they work - its great to experience it first hand.
More updates soon. Look forward to tomorrow’s Apple keynote, lets see what they are gonna give us in the iPhone SDK.