1Mar/100

Stumbling out of the gate by Mr Jack

Alien Swing has been on the store for just over three weeks now, and we've had several fairly positive reviews (here, here and here), we were even briefly features under "New and Noteworthy" on the US store. But sales have been... lackluster, shall we say.

Unfortunately this has meant that there's not enough money coming in for me to continue working full time on this side of the business and I've had to take on some work for other people to balance the books. This means that further developments from Mr Jack Games will be stalled for a while.

All is not lost though, with Apple's new 20Mb 3G/EDGE download limit, we should be able to boost sales a little by trimming things down to fit under that threshold and I'm working on doing just that with a few nifty compression tricks. I've alse got a plan for a sort of "lite" version. I'm not a big fan of out and out lites for games at the bottom end of the price range; but I've got some ideas for creating a series of minigames using most of the same art assets and game mechanics as for the main game and putting out a "freemium" game featuring one of these games free for download and offering others as DLC at 99 cents a pop.

Hopefully this can help spread the word and get sales of Alien Swing back on track.

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1Feb/101

Release date confirmed by Mr Jack

Alien Swing has passed review at Apple and will go on sale on Friday 5th February.

Needless to say, we're rather excited!

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27Jan/102

Submitted! by Mr Jack

Alien Swing is now with Apple for review. The plan is that I'll spend the next week and half getting a good looking website and some promo videos together and generally trying to pimp it to App Review sites and on iPhone forums before release on Friday 5th February.

Although that, of course, depends on it passing review nice and quickly.

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26Jan/100

And we’re there… almost by Mr Jack

222 check-ins and a lot of days later Alien Swing is now ready to submit.

Except Apple's site is down for improvements so I can't...

7Jan/102

A few screenshots by Mr Jack

I haven't updated much lately, what with Christmas and New Year. Here's a few screenshots so you can see how the game is progressing:

Screenshots of game in progress

Screenshots of game in progress

Personally, I'm loving the look Rich's art is giving to the game.

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18Dec/090

Ever onward by Mr Jack

Hmm... haven't updated for a while; but we've got a lot done. The arts started going in and now I've put in some of the scoring, life-tracking, and frontend code and you can begin to see the final game emerging from the fog. A lot of my time, though, has been spent doing stuff that appears behind the scenes: a tool to pack the art images into larger texture pages and convert them into a ready to use format (which makes more efficient use of memory, and loads and displays faster too) instead of painstackingly doing them by hand, support code for the frontend and other menus, a system for recording video direction from the iPod. All of which is needed but doesn't make the game look obviously different.

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1Dec/090

Fast Fast Slow Slow Fast by Mr Jack

Well, the promised tweaking hasn't happened yet, instead I got caught up in developing a level editor (in C# no less, making that three C-languages in one week) and investigating various technologies such as OpenFeint and text rendering options. So for most of the last week nothing obvious happened with the game. However, with the newly christened Level Editor harnessed up and ready to roll another 10 levels have gone in the last twenty four hours along with a range of new game play features, a (very) stand-in frontend end and the seperation into two game modes.

More excitingly I today travelled up to discuss artwork with our artist for the project (and my brother) Richard Aidley; getting the first of the art in should really make a big difference to the game and clarify some of the design decisions yet to make. I also dropped in on my pals at Strawdog Studios and had a look at where they'd got with Space Ark on XBLA since I was working for them earlier in the year.

It's a sad truth of working in the games industry that you're not going to like every game you work on, but Space Ark certainly wasn't one of those. It was a joy to play, and with plenty more polish and tweaking since I last played it, it's got even better. The games I've enjoyed the most have always satisfied one of two things, either they've been complex, cerebral games with interesting tactical depths like Civilisation 4 or Age of Empires II or games which provide the simple joy of elegant controls and satisfying movements like Tony Hawk, SSX or Indestruc2Tank. Space Ark slots firmly into the later category with a simple bouncing mechanic combined with in-air aftertouch and a perfectly balanced collecting system that is both accessible and rewards extreme skill with staggering scores. You can find a video of the game much as it is now on YouTube here, and - for those interested in the development process - the original pitch video Paul put together here.

Space Ark is chalked in for release early next year. If you have a 360, keep an eye out for it.

26Nov/091

Another day, another OS by Mr Jack

Today, yet another piece of hardware turned up in the form of an Acer Revo, which we picked up for just £145. It's not a throbbing powerhouse by any means: running just a 1.6GHz Atom, with 1Gb of RAM and a 160Gb HDD; but that's plenty to do what we want - specifically run the perforce server. It's also utterly silent and draws less than 20W: perfect for an always-on machine. That price comes with a couple of catches though: no sensible installed OS, and no optical drive - which has meant spending the afternoon learning enough about Ubuntu to install it from a USB, get SSH running and transfer the Perforce database over from the MiniMac.

"Just a 1.6GHz Atom, with 1Gb of RAM and a 160Gb HDD" I say! When I first learnt to program it was on a ZX81, it had a 3.25Hz (not megahertz, not gigahertz, just plain ol' hertz) processor and 1K of RAM. We, though, had the upgrade allowing a huge 16K of RAM! You did have type gently though, or it'd come lose and crash the thing... The first HDD we had, when I was about 14 or 15, was a 20Mb beast - we couldn't see how we'd ever fill it. How fast things change!

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9Nov/090

Setting up by Mr Jack

One of the reasons for choosing iPhone as the starting platform for Mr Jack Games is the ease, and low cost, of entry. Apple provides a full suite of iPhone development tools completely free of charge, signing up to the developer's programme (which allows you to run your work on a real iPhone/iPod Touch, and put content up on the App Store) costs just $99. That's real value for money. Even the hardware isn't expensive. I plumped for a MiniMac (£499) and a basic 8Gb iPod Touch (£149) as all I needed to start with, the friendly folks as KRCS in Coventry threw in a mini display port to VGA adapter - allowing me to run with glorious two monitor goodnesss - for free.

Everything unpacked

Because I'd already got a keyboard, mouse, and a couple of monitors for use with my PC, the MiniMac was the obvious choice for me and a USB hub and a cheap USB extension cable even allows me to swap back and forth between PC and mac just by swapping a single USB connection. Handy. Getting used to working on a Mac takes a little while and tiny interface differences can niggle (why can't I maximize a window in the same way?) but the fact is that both PC and Mac have pretty solid, well designed interfaces these days. The only really troublesome problem I had was that the MiniMac doesn't handle normal British PC keyboards correctly, swapping " and @ round (among other problems) - fortunately this is easily corrected.

My cats decided to help out

How did people manage before Google anyway? I'm sure I should remember. I started programming many years before the internet, yet alone Google, came along but now I find myself baffled as to how we ever got anything done. My whole journey into MiniMacs and iPhones has been informed and guided with the help of internet searching - I'd have been left with my " and @ keys reversed, swearing at Apple everytime I hit the wrong one but for 10 minutes on Google.

Once everything was plugged in and doing a good impression of working it was time to download and install the development kit, which weighs in at a hefty 2.5Gb but includes everything you need to get started. XCode is Apple's IDE, sitting over a GCC based compiler, and... it's pretty good actually. Easy to get into, powerful, comprehensive and configurable. There are a few oddities to get used to if you, like me, have spent most of your career working with Visual Studio but it certainly does the job. Running your app on the iPhone itself has to wait until you're a registered developer but the simulator provides a quick and easy way to get started.

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6Nov/092

Welcome by Mr Jack

Hello, and welcome, to the development blog of Mr Jack Games. I'm the eponymous Mr Jack - more formally known as Jack Aidley - and this is where you can read along with the trials, tribulations and idle amusements of a new games development venture. After many years of working in Games I've decided to chance my arm at developing my own ideas, and the iPhone provides the perfect platform for that. I believe there's a real place in the market for well made, simple, accessible games and with any luck Mr Jack Games will soon be producing just such games.

You can follow this blog using the RSS feed, or just pop back from time to time for updates.

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