With Valentine’s Day just around the corner, we’ve been focusing on the romantic aspects of the App store. Alongside reviewing Boy Loves Girl, the tale of a boy keen to woo the lady in his life, we had the opportunity to interview Dr Danny Pearce, Company Director for the game’s British developer, Grubby Hands.
One particular question that’s bound to be on everyone’s mind was just why the name Grubby Hands?!
“Grubby Hands is a name that came from some subconscious activity when thinking about gaming. I think it’s connected to the NES and SNES days when pad swapping was commonplace, like Mario or Street Fighter with friends,” said Pearce. “I always had a problem with getting a sweaty pad handed to me from a friend with ‘grubby hands’. I had a ritual that involved a five second wipe with my t-shirt before every round. I guess that image stuck and resurfaced 20 years later.” An experience that I’m sure all gamers can empathise with.
Moving onto just what a change of pace Boy Loves Girl is compared to David Haye’s Knockout, Pearce explained just what hook Boy Loves Girl offers: “Boy Loves Girl follows a young boy’s journey as he tries to impress a girl. I really wanted to make a game that was sweet and captures something truthful. Then the idea of a boy going to the end of the world for a girl and giving her the moon on a piece of string stuck and the game grew from there.”
As Pearce explains, “It starts off as a pleasant experience. Everything is calm and relaxing, while the player gets used to the game and the controls. It then gets progressively more challenging as the girl gets more demanding, to the point that it really requires a lot of skill, mental attention and physical accuracy to complete,” but fortunately that’s not all we should expect from Boy Loves Girl, with Pearce promising Game Center to be integrated ‘really soon.’
So, what’s next for Grubby Hands? Dr Pearce was understandably guarded as to exact details but there are discussions in terms of “either a sequel or a huge update to a ‘previous game’ in the near future.” Pearce also informed us that Grubby Hands is currently “prototyping something original and probably [our] most ambitious game yet.” Don’t get too excited yet, though, as he also went onto explain that it’s “easily the biggest game we’ve attempted to make, so will probably take until the end of the year to complete.”
On a final note, we thought it was only friendly to see just how the Grubby Hands guys are planning on spending Valentine’s Day. “We’ll start the day under a mild spring sun, listening to a calm stream, break the still to eat strawberries and cream and then proceed to whack the keyboard trying to finish off the next ‘Boy Loves Girl’ update!”
Given the cold and rainy spell that much of Britain is suffering from at the moment, here’s hoping that the 14th brings with it plenty of sun for Grubby Hands!
Many thanks to Dr. Danny Pearce for taking the time to answer our questions.
This week at 148Apps.com, writer Rob Rich previewed the upcoming freemium Charlie Brown game, Snoopy’s Street Fair. Rich was pleasantly elated by the game’s trailer, as he writes, “(The Peanuts characters have) been around a long time. Long enough, in fact, to have spawned more than a couple video game iterations. Now it’s time for the unnaturally bald man-child and his friends to try their luck on iOS with Snoopy’s Street Fair. I’ll admit I was somewhat surprised and confused by the odd choice of gameplay style at first, but after only a few seconds of that trailer down there I’ve completely changed my tune. I’m legitimately excited for this game.”
Kid-friendly site GiggleApps plumbed the depths of the mysterious with its review of Boquitas: The Hunt for the Chupacabras. Writer Amy Solomon comments, “There is so much I really appreciate about this app. It is wonderfully colorful, with a bright and lively palette that I greatly enjoy. The look of these illustrations is highly stylized, reminiscent to me of the great, iconic cartoons created by Genndy Tartakovsky, and include clever interactions that add richness, whit and whimsy to this pitch-perfect storybook application. The art direction here is perfectly realized as the reader’s attention is focused in all the right places to further this story along, creating nice moments of suspense and great humor.”
Hunt for more chupacabras and read the full review on GiggleApps.com.
iPad Only App - Designed for the iPad
Released: 2011-10-05 :: Category: Books
Finally, on 148Apps.biz, Rob LeFebvre got some initial impressions of iCloud from a developer’s perspective when he spoke to Dave Howell of Avatron Software. LeFebvre writes, “Howell suggests that iCloud is now allowing developers like him to reduce costs, and use iCloud to store information for app usage, including Key Value Storage. This allows developers to leverage the free nature of the basic iCloud service instead of incurring server costs, or using higher priced options like Dropbox and Box.net.”
With Halloween coming up, don’t forget to check 148Apps often for great weekend and holiday sales on the apps and games you love and want. Or, just Like us on Facebook or follow us on Twitter to get the latest news, contests and more delivered right to you.
See you next week after your early week candy binge!
See Part 1 and Part 2 of this exclusive interview with Toy Studio.
If there is one thing that can be learned from a developer like PopCap, creators of such notable franchises as Peggle, Bookworm and Bejeweled, it is that gameplay is paramount. A considerable amount of time went into tinkering with Monster Slider’s fundamental mechanics, in order to assure that it was challenging, while still maintaining an approachableness that would appeal to the masses. The problem was that even after the prototyping stage, something seemed to be missing.
It was only a matter of time before they realized that the game lacked a compelling main character. Sure, a random monster is temporarily amusing as a placeholder, but they found themselves wondering what about this indiscriminate beast would compel the player to spring to their aid? Realizing that something needed to change, artist Jess Riola sprang into action, producing several pieces of concept art for different protagonists. The team instantly fell in love with an adorable blob-like creature named Squishy, and then proceeded to build a world around the character.
This was far from the only change from the game’s original design, but thankfully the small team structure fostered within Toy Studio allowed for programmer Pavel Nakaznenko to implement changes very quickly.
“…For Squishy’s Revenge, we were able to change and add a number of things. We did that with relative ease and speed for how major some of the changes were. With only three people, if something didn’t feel right or wasn’t fun to play, a quick meeting would get everyone on a same page. It’s drastically different where in a big company you’d have to go through a lot of red tape to get changes approved.” — Christian Arca, Studio Director
While this brand of development isn’t necessarily specific to Toy Studio, one aspect of their proverbial “special sauce” is the use of their own unique style of focus testing. In an age where millions are spent on making sure every aspect of a console game is suitable for mass consumption, the team opted for a more grassroots approach that was far more economical to boot. Who knew that opinions were as close as a trip to the local coffeehouse?
Operating under the assumption that the best way to get feedback is to simply take the game to the masses, every couple of days they would take a build to a nearby coffeehouse and ask random strangers to give it a whirl. Much to their initial shock, not only were people more than happy to pitch in, they would also frequently provide unexpectedly helpful feedback. These bits and pearls of wisdom were extremely crucial in shaping the finished product. Plus, when part of the job description includes time away from the office, everyone can benefit from the change of scenery.
The result of this constant collaboration, communication, cooperation, and commitment is the brain tickling puzzle game that will be released on the App Store today. While the trio who worked on this project will move on to assuredly develop even bigger and better products down the road, Toy Studio is still far closing the book on Squishy’s Revenge.
“We’d love to continue to work on Squishy’s Revenge. One idea we had was to add the option to create your own levels and share them with others. To be able to put the tools we had in the players hands, it would be awesome to see the creative levels they could dream up.” – Rob Lockhart, Game Designer
Sometimes the process of completing a task and the knowledge gleaned throughout can prove to be even more valuable that the finished product. While tremendously proud of the Squishy’s Revenge, Arca was quick to note that this release is part of a much bigger, studio-wide plan for looking towards the future.
“Regarding future releases, instead of saying, ‘We need an iPhone game,’ we’ll say, ‘We have this great game idea, where would it make sense to release it?’ iOS is obviously a powerhouse in the mobile industry so offering future games there is often a given but not all the time.”
This is far from an iron clad promise of more iOS games in the future from Toy Studio, but it is good to know that now the platform will be in serious consideration down the road. Rest assured that they have nothing but positive things to say about the entire process and look forward to applying what they have learned going forward.
Starting today, Squishy’s Revenge has finished its quest from concept to completion. The game is available for download now in the App Store at absolutely no cost, so there is no excuse to not take the blob out for a spin. For more details check out the trailer below.
Game development is a curious field to say the least. All that consumers really know is that cool ideas come in and fun games come out, with very little insight into the tedious process that ultimately forms the final product. Even on a platform like iOS where the overhead to actually producing a game is far smaller, taking a game from conception to completion requires the time and effort of several tremendously dedicated individuals. But why would you take our word for it? We have enlisted the help of the team over at Toy Studios, who generously gave us a brief glimpse behind the curtain of their newly released puzzle game, Squishy’s Revenge.
Toy Studio is a fairly small developer based out of Chicago Illinois made up of fifteen folks that share a common thread of passion for creating quality videogames. When asked about the origins of studio’s unique name Studio Director Christian Arca stated confidently:
“What does everyone consider fun? Toys. You’d be extremely hard pressed to find someone who wouldn’t think a toy is fun at some point in his or her life. The only purpose of a toy is to be played with, which is key to having fun. Toys stimulate the imagination and take you to a magical place only you can see. So we wanted to emphasize play and fun, not just in our games but the studio culture itself.”
Despite only having been in existence since September of 2009 the team working behind the scenes at Toy Studio have been hard at work, churning out an impressive thirteen games in that short span. Having successfully released titles on both the Nook Color and Facebook, it seemed like the next logical step was to transition into the iOS space.
The process of learning to develop for a completely new platform is not necessarily an easy one, even for the most talented of squads. So why would a team want to go through the hassles of trying to come up with a whole new game design, when they already have thirteen successful templates already in their quiver. After careful consideration and deliberation amongst the group, it was decided that the best way to introduce themselves to the iOS world was with their Nook Color game, “Monster Slider.”
Stay tuned for part two and three next week, wherein we learn all about Squishy and his Revenge!
This week at 148Apps, writer Gianna LaPin continued the 500,000 Apps Interview Series by chatting with Colin Lynch of Freeverse. Lynch says, “There are plenty of skill-sets that are helpful in creating great apps and great games. An eye for design, an ability to analyze the market and spot opportunities, speed of thought and action to take advantage of those opportunities, great coding skills, flexibility to work around problems or change directions when events warrant.”
Over at our kid-centric sister site GiggleApps, reviewer Amy Solomon took a thorough look at Practice Book, a new iPad app that uses a familiar connect-the-dot approach to helping children learn letters and words. Solomon writes, “Because my son is new to creating letters, this is an app we work on together. I may demonstrate the correct way to connect the dots in terms of the up or down motions commonly used to make letters or give him simple instructions that he can follow by himself. Sometimes I hold his hand and together we trace over template in the hope that his muscle memory for writing these letters will develop. We often use a stylus as well to get used to holding a pencil to write.”
iPad Only App - Designed for the iPad
Released: 2011-07-28 :: Category: Education
And at Android Rundown, Carter Dotson comments on the new that iOS superhit Instagram is coming to the Android platform…sort of…maybe…one day. He writes, “Instagram’s CEO Kevin Systrom has announced that an Android version of their photo sharing service is “on the horizon” for Android. The app is very close to being real, as they don’t even have a team assembled to develop the app for Android. That is also sarcastic.”
iPhone App - Designed for the iPhone, compatible with the iPad
Released: 2010-10-06 :: Category: Photography
Finally, here in the states, it’s the Labor Day weekend. That means scads of sales on tons of apps. Keep up to date with the latest and greatest changes by visiting our Huge Labor Day Weekend Price Drop Round-Up. There are great deals to be had, and some amazing games to play in between bites of char-broiled goodness.
That’s it for this week. Want to know the latest and greatest news about everything happening in the iOS world, including giveaways and contests? Join us on our Twitter and Facebook streams. You’ll be glad you did. See you next week!
We had a chance to sit down with Ken Case, CEO of the OmniGroup, during the recent WWDC. We talked all things OmniGroup including the process they followed bringing their apps to the iPad, their plans for OmniFocus, and what else the future might hold.
Q (Jeff Scott – 148Apps): Tell us a little about how the decision was made to start bringing your applications to the iPad.
A (Ken Case – OmniGroup): When we started hearing rumors about Apple doing a tablet, we thought that could be interesting. We didn’t know if it was going to be Mac OS X based or iPhone OS based. The touch part made us lean toward the iPhone OS, the larger screen size had us leaning toward Mac OS X. Didn’t really know what to expect. So we decided to just be ready to evaluate it when it comes out. And when we saw the introduction and particularly when we saw the Keynote demonstration we knew yeah, this is a place we can put some real apps. So we made a decision that day and started working that week to bring some of our apps to the iPad. From the time we saw the announcement to the time we had to submit the apps for launch day there were lots of 18 hour days. One interesting way to measure how the apps were progressing was how long we went between code commits. There was a period there where the longest we went, between code check-ins, was 37 minutes. It was a lot of hard work obviously, but a lot of fun. It’s not often you get a chance to do something like this for a new platform.
Q: One of the most interesting aspects of the release of OmniGraffle for the iPad was that you utilized the device to the edge of it’s capabilities without ever seeing a device.
A: We were pretty worried about that. The QA team particularly. Apple did some testing and we asked them how well it works. They could tell us that it launched and that it worked, but they had no time to do any real testing of the performance.
Q: Let’s talk a little bit about OmniFocus for the iPad. As far as I’m concerned you can’t get it done quick enough!
The plan had been to submit the final version to Apple around June 18th, but some things got in the way. It will still be submitted soon.
I wasn’t expecting the pixel doubled iPhone apps to look as as bad as it turned out. I was hoping that they would have done what they are doing on the iPhone 4 and pixel double the artwork but scaled the text. Perhaps once iOS4 comes to the iPad they will clean up some of the edges. Certainly going forward, everybody who is developing now for the iOS is expecting a whole range of screen resolutions which should make it easier for Apple in the future.
—
We got a little more information from Ken about future plans for OmniPlan and OmniOutliner for the iPad. But those plans are all still really early and we’ll get back in touch as those get closer.
For now they are going full steam ahead on OmniFocus for the iPad — and I can’t wait for it. OmniFocus 1.7 for the iPhone/iPod Touch was just released with iOS4 updates to support local notification, some background processing, and instant application resume.
Steve Robert, producer of Electronic Art’s Skate It, released May 10, 2010, is a former pro-skater who helmed the development and creation of the game’s port to the iPhone. I sat down for a phone interview with Steve and spoke at length about the game and its subsequent port from the Nintendo DS to the iPhone. Steve provided us with much insight on the game’s development and how it came to fruition on the iPhone.
Jason (148apps) – First of all, thanks for putting time aside from your busy schedule to talk with me. I’m stoked to be speaking with you. For people who aren’t familiar with you, what’s your background and how did you get involved in skating?
Steve Robert (EA) – Well, I grew up in Huntington Beach, CA, which is a coastal town in Southern, CA and, probably as early as 6th grade I got immersed in the culture of skateboarding. It was a very popular hobby in my neighborhood and I had a bunch of good friends who were all into skateboarding. We kept pushing each other to learn and get better and then it sort of evolved as some of my friends, like Jason Lee, who’s a good friend of mine, went on to become a famous actor, was the first of us to go on and get sponsored and turn pro. I skated with him all the time and he got me sponsored by the same company he was. From then on, I started entering amateur contests and then we shot a video in 1989 called Rubbish Heap and everything just unfolded from there. I was attracted to the culture and it was fun learning tricks and being competitive with my friends and progressing in the sport.
Jason (148apps) – It’s easy to hit a plateau if you don’t have people around you who you can learn from.
Steve Robert (EA) – Yeah, absolutely. I think being surrounded by people like Jason Lee, Ed Templeton, Mark Gonzalez and the older, big pros, they all came from Huntington Beach and we would all gather at night at Huntington Beach High School or these schools you see in all the videos, while others were out partying, we would be spending our nights skating at the schools together and you just kind of get obsessed with it. It was everything I did until I graduated high school, it’s all I really cared about. Skating was just kind of a sub-culture because it wasn’t as mainstream back then, as it is now.
Jason (148apps) – How did you come to get involved in developing Skate It?
Steve Robert (EA) – Well, I’ve been working in video games since 1997. I slowly got out of skateboarding and went to college. When I graduated from college, I got my first job at Interplay in 1997. I found it interesting because the culture was very similar to skating in many ways. It’s obviously less physically active, but the people were the same.
A little while ago I got the heads up on a small startup iPhone development studio based just up the road from me, in Liverpool (UK). Consisting of a team of both iPhone developers and 3D designers, Kisky Media have come up with a unique and interesting concept. Debuting this December, Little World Gifts will become a virtual ‘Gifting’ system for iPhone (and iPod touch) which will allow you to pick out, buy and send exclusive rich 3D interactive gifts to a special someone. The app will work off in-app purchasing, and each gift received or sent will be downloaded straight into the app itself.
Sending an gift to someone else’s iPhone is as easy as tapping the item, setting a delivery time, and hitting ‘Done’. Received a gift from someone else? You can store and organise your gifts too, on your own virtual shelve. Talking to the startup, the idea behind Little World Gifts is basically to let people experience ‘gifts’ in a more interactive and visually pleasing way, beating the static 2D object approach.
Over the weekend I got the chance to speak to Jonathan Deamer, community and communications manager at Kisky Media exclusively about the new service, to ask just what was Little World Gifts, how he and the team at Kisky Media thinks this concept might affect the App Store and its users in the future, and a little more about Kisky Media in general. Enjoy!
Gamevil is the fantastic company behind Zenonia and Baseball Superstars. I recently had the chance to review their latest game, Zenonia, and it blew me away; you can read my review here, but suffice to say that I thought it clearly surpassed other RPGs in the App Store. While the Korean-based company has only released two games in the US App Store so far (the other Baseball Superstars), both have been very well-received.
The president of Gamevil USA, Kyu Lee, generously agreed to answer a few questions about Zenonia, Gamevil, and the App Store in general. He has some really interesting and intriguing insights—it’s not often that we get to hear things from a mobile game developer’s point of view.
Parts of this interview were also used in my Search for Satisfaction editorial, but there’s plenty of additional content here!
Bonnie Eisenman (148apps): Hi, Kyu, and thanks for taking the time to do this! For starters, what inspired you guys to make Zenonia? I don’t just mean “why make an RPG”–I mean, “why make a good RPG?”
Kyu Lee (Gamevil): We’ve been developing and publishing mobile games since 2000 in South Korea. One of the most popular categories in South Korea is Role-Playing Games, and it is an extremely competitive category. We “had” to make good RPG games in order to survive through the tough competition. We have been developing RPG games ever since we launched “Last Warrior” in 2001, the first RPG mobile game in Korea, which was less than 50KB. ZENONIA was a project decided to be done after we launched our multiplayer network game, “Path of a Warrior”. Continue reading Interview with Gamevil (Developers of Zenonia and Baseball Superstars) »
Bio: Web developer by day, Mac and iPhone developer by night.
- Created iPodderX, the world’s first podcast client
- Wrote “Optimizing Your Website for Mobile Safari” prior to the SDK being released
- Loan Shark was chosen early on by Apple as a “Featured” app, and is also featured in Apple’s own “iPhone Your Life” pages.
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Finishing up our interview with August, I ask him about what it is like being an iPhone developer in the lime-light, or Celebrity Developer. He talks about how much fun it has been to break out of the traditional role from time to time, and how it has really helped out his programming business.
I also get his opinions on Apple’s filing to have jailbreaking iPhones judged illegal, what that means to the development community, and how jailbreaking is actually beneficial to the App Store and making the iPhone a popular development platform. August also tells us why he has avoided it.
Most importantly, August gives us the breaking story about the soon to be released app, YOWZA!!, and how it will change the way you shop and use your iPhone.
Listen to how August met Greg Grunberg (Matt Parkman on Heroes) on Twitter, and joined forces with Rick Yaeger from MacMerc, to create a whole new business model for an iPhone app, and how they have tackled the problems of turning your iPhone into a money-saving shopping tool! And it’s going to be FREE!
Bio: Web developer by day, Mac and iPhone developer by night.
- Created iPodderX, the world’s first podcast client
- Wrote “Optimizing Your Website for Mobile Safari” prior to the SDK being released
- Loan Shark was chosen early on by Apple as a “Featured” app, and is also featured in Apple’s own “iPhone Your Life” pages.
Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.
Note: My apologies for the horrible quality of the audio on my side of the conversation. Due to some problems, I had to use a low quality microphone which recorded poorly, and then had to tweak the sound level afterwards. This resulted in an audible hiss during my parts. I hope this doesn’t distract from your enjoyment of the audio content. – Tom
In Part 1 of the interview, August recalls the launch of the App Store and working on Loan Shark, his first app submission. He also describes his observations on the App Stores pricing “paradox” and his experiments with the pricing of his own apps to increase sales.
We discuss August’s history as a Mac software developer and how that led to his programming for the iPhone, which he felt was a logical step. August also explains his “mantra” for developing software, which involves making it easy to use for everyone, and relates his experiences with programs that are popular, yet have difficult to use interfaces.
Lastly, we discuss August’s popular software for the Mac, and his reasons for not developing a version for the iPhone. We get some insight on what it is to deal with Apple when they are the “800 pound gorilla” in the room and discouraging others from infringing on their domain, plus the economic factors involved.
In Part 2, we discuss August’s latest project, Yowza! and the unusual circumstances that brought him together with his business partners. He also describes how this project is much different from past iPhone projects.
Links to all of August’s apps are below. Let us know what you think of the interview and any feedback for August on the apps.
This is the start of a new series here on 148Apps. A series where we interview people from all areas of the app development process. From developers, to designers, even management. Looking to help others gain insight into what works, and what doesn’t work in app development and sales. – Editor
App Store Insider: Corey Johnson, Probably Interactive
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Corey tells us how he made the transition to developing for the iPhone, and tells some stories about the pitfalls of working within Apple’s strict guidelines. Overall he has been enjoying the experience, and relates that Apple’s tools and services for developers keeps getting better. Corey comments that Apple still has a ways to go toward helping the programmers communicate with their users and get useful feedback.
Lastly, he tells us about some of the apps he has in the AppStore and how he came to create them. His app, Movie Brain, required some lateral thinking to get his app to be a self-contained, searchable database of all movies. He also introduces a new app coming soon, just in time for Oscar season. The app is called “And The Award Goes To…Oscar Edition” and will be able to display past Oscar winners as well as the nominees for the upcoming Oscars. In addition, the app will allow you to cast votes for you favorite movies and compare them to the votes of other users of the app. Corey hopes this will be the basis for other interactive apps he has planned for later.
Links to all of Corey’s apps are below. Let us know what you think of the interview and any feedback for Corey on the apps.