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iAdventureGames: An Interview with an app developer

Monday, 19 September 2011
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For a change of pace, I thought it would be interesting to take a look at a very hot and trending aspect of today’s technology that I normally don’t cover on Blog By Donna – and that is the veritable subculture of all things apps. To be more exact, I wanted to look at the development of an app and what it took to produce a title for general consumption.

Luckily, I happened to be married to someone who is intimately familiar with the process, seeing that he creates apps for the App Store. While development details are normally not something we discuss in depth, I was able to corner him for a good sit down discussion. I hope you find it as entertaining and informative as I did.

BBYD: How long have you been developing apps?

GC: Well, I have been doing software development for over 20 years, but specifically apps for a mobile market I produced my first commercial title in 2006 for the Pocket PC, then the “Hot” item. That tile was TerraSatPix, a GPS enabled mapping app that allowed the user to zoom in on practically any location and featured such things as on screen measuring and tracking. From there it moved to the iOS ecosystem, and I have been more or less happy playing in that sandbox since. I first developed under the “Pockster” name, but now I do a lot of adventure game titles under “iAdventureGame”

BBYD: Your latest adventure game title, Raving Factory, has recently been released. What were the challenges involved in writing such a title?

GC: Well, Raving Factory is the second in a planned series of adventure games based on an original character, Doctor Raving. The first game, Raving Manor, was unique in that I had the idea of creating a comic-based adventure for the iPhone (the iPad was not out yet).  By the time I had gotten to its successor, the iPad was here and it seemed to be a natural course to support both the iPad and iPhone. Especially since the iPad offered a new paradigm to explore.

BBYD: What do you mean the iPad as a new paradigm to explore? Isn’t it the same basic interface as an iPhone?

GC: Well, not really.  The larger size of the screen allows the developer to do things that you really can’t on the iPhone. I had wanted to make an adventure that puts the user more “into the game” than I had in the past. To that end, Raving Factory has dedicated screens for such things as door handles, safe combinations, and puzzles with directly manipulated pieces.  Instead of controlling by proxy, you virtually touch the items as you make your way through the game.

The game was first completely built for the iPad, and tested for effectiveness. After I was satisfied with the outcome, it was then ported (for lack of the a better word, it is the same app) to the iPhone side. The interface components were re-worked to fit on the smaller screen, and while the resolution itself was close with the Retina screen, certain items had to be changed to fit for both viewing practicality and easy finger manipulation. While it worked out great in the end, I do believe that the control screens would have been different if they were originated on the iPhone.

BBYD: I notice you use the word “I” a lot in discussing the development of Raving Factory.  Exactly how many developers were involved with the app?

GC: Ha! Well, as you well know, there was a working force of exactly one. But that does have its advantages in that I had both the overall project view and the macro view as required.  But it can also be a challenge in that you have to wear a lot of hats.  For example, one part of the day you can be knee deep in Objective C, and after lunch you have to become a graphic artist for the project’s needs. Add to that the post coding chores of testing and marketing, and it quickly becomes an exercise in multi-tasking.

Of course, I did have some help in testing from you, and Cody was a treasure trove of ideas about plot, even if some could not be practically implemented in the project’s timeframe [laughs].

BBD: What do you like best about Raving Factory, and what would you change for a future title?

GC: Well, I do like the way the game turned out. The point and click style adventure works great on the button free paradigm, and the approach gives the game a sense of presence, more like you are there.  The videos that play when certain events take place are a nice touch, and add to the player’s experience.

For the future I do have an idea or two, but I don’t want to give away too much. I will say that I like the point and click interface and the freedom it gives you, but I want to expand upon that with the inclusion of on screen characters.  I think it would add to the experience of the game by having such a virtual guide, if you will.

BBD: That sounds very interesting, something to watch out for. Is there anything else that you would like to say about Raving Factory?

GC: Well, naturally I could talk about miniscule details and design tradeoffs for an uncomfortable amount of time. But if I had to say it short and sweet, I would like to encourage users to give feedback on a game, both good and bad. Reviews on the App Store are always great, and if they are positive it directly relates to sales.  But something as simple as an email is priceless to an independent developer, and such feedback will be considered on future titles.

Also want to remind everyone that hints for all of my adventure games can be found on the website , and if that doesn’t work for you I have a dedicated email address, hints@iAdventureGame, just for such problems. In fact, many of the hints on the website are there because someone asked for help. Being this close to the project, it is often difficult to be completely objective on what needs a hint and what doesn’t. But adventure gamers are the best, and the questions they ask are definitely worth their weight in gold to an independent developer.

BBD: Well that concludes our interview with Greg Chaffins, owner of iAdventureGames and creator /publisher of many adventure game titles. Perhaps you would be willing to do another interview after the next title ships?

GC: Now how could I possibly refuse? <grin>

For more information, the iAdventureGame website is http://www.iAdventureGame.com. You can also find Raving Factory on the Apple App Store.  And I can find Greg in his office, working on the next great escape.




Written by:   Donna Chaffins
Categories:   Gadgets | Interview | iPhone | Technology
Actions:   E-mail | Permalink |

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