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	<title>Comments on: iPhone Game Development Stuff</title>
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		<title>By: gabrielceshi</title>
		<link>http://www.polycat.net/1538/iphone-game-development-stuff/comment-page-1/#comment-218325</link>
		<dc:creator>gabrielceshi</dc:creator>
		<pubDate>Mon, 03 Aug 2009 10:40:16 +0000</pubDate>
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		<description>Check out SIO2 engine, good overall solution for 3D game development for iPhone and iPod touch and it&#039;s free.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://sio2interactive.com&quot; rel=&quot;nofollow&quot;&gt;http://sio2interactive.com&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Check out SIO2 engine, good overall solution for 3D game development for iPhone and iPod touch and it&#39;s free.</p>
<p><a href="http://sio2interactive.com" rel="nofollow">http://sio2interactive.com</a></p>
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		<title>By: gabrielceshi</title>
		<link>http://www.polycat.net/1538/iphone-game-development-stuff/comment-page-1/#comment-218303</link>
		<dc:creator>gabrielceshi</dc:creator>
		<pubDate>Mon, 03 Aug 2009 08:40:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1538#comment-218303</guid>
		<description>Check out SIO2 engine, good overall solution for 3D game development for iPhone and iPod touch and it&#039;s free.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://sio2interactive.com&quot; rel=&quot;nofollow&quot;&gt;http://sio2interactive.com&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Check out SIO2 engine, good overall solution for 3D game development for iPhone and iPod touch and it&#39;s free.</p>
<p><a href="http://sio2interactive.com" rel="nofollow">http://sio2interactive.com</a></p>
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		<title>By: mittens</title>
		<link>http://www.polycat.net/1538/iphone-game-development-stuff/comment-page-1/#comment-217320</link>
		<dc:creator>mittens</dc:creator>
		<pubDate>Thu, 22 Jan 2009 18:19:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1538#comment-217320</guid>
		<description>After playing around with Cubegasm a while, I decided that I want to make as many of my side-projects as possible 2D. Working in 3D just takes so much longer and for the kinds of games I create the extra work really isn&#039;t worth it. I&#039;m also a huge fan of the graphical style found in the work of Kenta Cho and Jonathan Mak, so I like to keep evolving that as much as I can.

And I absolutely agree with you. Something about working on smaller projects is far more rewarding and enjoyable for me. I like being able to take a simple concept, flesh out it out over the course of a month or two, spend another month tweaking it and polishing it, and have a releasable project than I do the two-to-three year turnaround of a major commercial or AAA project. Part of this is because I work best when I&#039;m working on fresh ideas and such, but I also just love being able to work without the pressure of a long development cycle that releases a project that fails and screws over everyone involved.

I&#039;m really looking into Unity for my next project and one of the reasons I&#039;m doing this, aside from its ability to deploy projects to the iPhone, is the engine&#039;s ability to deploy games on the web. I&#039;d love to try and figure out a relatively casual, quick-play action game and deploy it on my site. That and the iPhone platform both have a lot of the same benefits to me: large exposure, unique platform strategy, and I can feel free to try an expound a simple idea into something playable for a wide range of people.</description>
		<content:encoded><![CDATA[<p>After playing around with Cubegasm a while, I decided that I want to make as many of my side-projects as possible 2D. Working in 3D just takes so much longer and for the kinds of games I create the extra work really isn&#8217;t worth it. I&#8217;m also a huge fan of the graphical style found in the work of Kenta Cho and Jonathan Mak, so I like to keep evolving that as much as I can.</p>
<p>And I absolutely agree with you. Something about working on smaller projects is far more rewarding and enjoyable for me. I like being able to take a simple concept, flesh out it out over the course of a month or two, spend another month tweaking it and polishing it, and have a releasable project than I do the two-to-three year turnaround of a major commercial or AAA project. Part of this is because I work best when I&#8217;m working on fresh ideas and such, but I also just love being able to work without the pressure of a long development cycle that releases a project that fails and screws over everyone involved.</p>
<p>I&#8217;m really looking into Unity for my next project and one of the reasons I&#8217;m doing this, aside from its ability to deploy projects to the iPhone, is the engine&#8217;s ability to deploy games on the web. I&#8217;d love to try and figure out a relatively casual, quick-play action game and deploy it on my site. That and the iPhone platform both have a lot of the same benefits to me: large exposure, unique platform strategy, and I can feel free to try an expound a simple idea into something playable for a wide range of people.</p>
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		<title>By: Timothy Aste</title>
		<link>http://www.polycat.net/1538/iphone-game-development-stuff/comment-page-1/#comment-217317</link>
		<dc:creator>Timothy Aste</dc:creator>
		<pubDate>Thu, 22 Jan 2009 16:43:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1538#comment-217317</guid>
		<description>Can&#039;t wait to see what you come up with. If your interested in more 2D stuff. Currently eyeing up this platform myself, throwing around ideas for a Flash to Iphone process. Unity iPhone has been getting good reviews, but still seems a bit rough. Can&#039;t speak much on the Torque iPhone, not sure how far along it is really. I wasn&#039;t blown away by the performance of the sidescroller Vimeo vid I saw (the iPhone chip is super powerful and should rock a sidescroller, not chug). Haven&#039;t messed around with Oolong really either for that matter.

Future thinking, I think mobile apps (iPhone, and whatever the next-gen of mobile electronics turns out to be) and smaller web games (not full-on games crammed into a browser) will carve out a huge consumer slice. For example, Madden09 for 360/PS3 has 10 million players. There are a 100 million football fans. That leaves 90 million potential customers, most of whom are more likely to purchase a quasi fantasy football product on their iPhone (or more likely at work in their browser) than a super hardcore football simulator on a console. 

It&#039;s an exciting time really once you break the mystical trance of having to develop AAA action titles. I&#039;m sure it must be fun to work on some, but most are 300 person teams with killer hours and huge risk. It&#039;s much easier to succeed selling $1000 worth of iPhone apps a day x 10 apps. The process of developing small games also reminds me of what attracted me to developing games in the first place. As a kid, I always wanted to develop the games I was playing at the time. As an adult, I am doing that but the games have changed a lot and have become much more complicated. I&#039;m currently trying to find some middle ground, but web and iphone-type development really seems to be getting close to what I&#039;ve always wanted to do.</description>
		<content:encoded><![CDATA[<p>Can&#8217;t wait to see what you come up with. If your interested in more 2D stuff. Currently eyeing up this platform myself, throwing around ideas for a Flash to Iphone process. Unity iPhone has been getting good reviews, but still seems a bit rough. Can&#8217;t speak much on the Torque iPhone, not sure how far along it is really. I wasn&#8217;t blown away by the performance of the sidescroller Vimeo vid I saw (the iPhone chip is super powerful and should rock a sidescroller, not chug). Haven&#8217;t messed around with Oolong really either for that matter.</p>
<p>Future thinking, I think mobile apps (iPhone, and whatever the next-gen of mobile electronics turns out to be) and smaller web games (not full-on games crammed into a browser) will carve out a huge consumer slice. For example, Madden09 for 360/PS3 has 10 million players. There are a 100 million football fans. That leaves 90 million potential customers, most of whom are more likely to purchase a quasi fantasy football product on their iPhone (or more likely at work in their browser) than a super hardcore football simulator on a console. </p>
<p>It&#8217;s an exciting time really once you break the mystical trance of having to develop AAA action titles. I&#8217;m sure it must be fun to work on some, but most are 300 person teams with killer hours and huge risk. It&#8217;s much easier to succeed selling $1000 worth of iPhone apps a day x 10 apps. The process of developing small games also reminds me of what attracted me to developing games in the first place. As a kid, I always wanted to develop the games I was playing at the time. As an adult, I am doing that but the games have changed a lot and have become much more complicated. I&#8217;m currently trying to find some middle ground, but web and iphone-type development really seems to be getting close to what I&#8217;ve always wanted to do.</p>
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