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Congratulations. Looking forward to the blog posts too. What was the learning curve like starting work on a game with your respective backgrounds? Not to add t
by coroxout 12y ago
Congratulations. Looking forward to the blog posts too. What was the learning curve like starting work on a game with your respective backgrounds?
Not to add to the learning curve but if you have any plans for an Android version I'd be interested in one! I love word games but have no iDevices.
- prawn 12y agoI did concept/design which I felt was largely commonsense, though we made mistakes that we could avoid next time. I think we underestimated on-boarding and how many people would ignore our tutorial. I'll get Quentin to answer the technical side.
- qzervaas 12y agoThanks! I've been programming iOS for about 5 years and Android for about 3, so the learning curve has primarily been with learning SpriteKit and general game concepts. Getting used to a lot of custom drawing, animations, juicing, and trying to choreograph various scene transitions (and trying to time data processing and scene loading to work seamlessly). One of the toughest things (that I'm still gradually improving on) is reducing glitches (drops in frame rate, for instance) during game play. Mainly an issue only on older devices (iPad 2, iPhone 4, 4S) Definitely interested in making an Android version, but everything would need to be rewritten due to it being written in SpriteKit. A lot of resources can be reused though so it would take far less time.