2011 is the Year of iPhone Development

Well… for us anyway, mostly due to the amazingly fast development made possible by the Corona SDK.

I’ve been using the Corona framework for less than five months (since July 27, 2010), and this is what’s happened in that timeframe:

  • Learned Lua and ported over my GameSalad-made game, Doodle Dash (first Corona version: 1.1)

  • Got a little better at Lua and ported over our other GameSalad-made game, She Doodle, and renamed it to Dragon’s Keep.

  • Took my improved Lua skills and cleaned up Doodle Dash code as much as I could (it was a complete mess because it’s what I learned Lua with), added some new features to the game and released the update (v1.2), and then added a new game theme and released version 1.3.

  • Started a brand new project, Dungeon Tap, and released 1.0 to the app store.

  • Due to initial feedback, I issued a quick update (1.1) to Dungeon Tap which made the game more fun (and added a plethora of new features).

  • Since my Lua skills get better with each new release, I took my improved skills and decided to completely re-code Dragon’s Keep for performance, redesign a lot of the game mechanics, and update the graphics for the new retina display. Issued the update (version 1.2).

  • Added in-game OpenFeint achievements to Dungeon Tap and released version 1.1.1.

  • Faced some trademark issues with Playfirst, Inc. in regards to Doodle Dash, so I removed the game from sale and started working on an update to rename the game.

  • Since the Doodle Dash codebase was a complete mess, my Lua skills have improved by leaps and bounds since I worked on the last update (1.3), and the graphics weren’t optimized for the new retina display, I took this as an opportunity to completely revamp Doodle Dash, so I started with a clean slate and completely recoded Doodle Dash and renamed it to Tilt Monster (version 2.0.0).

  • Took initial Tilt Monster feedback and issued a quick update within days of the last version being released (2.0.1 in the review process now).

And of course, my wife and partner in crime Biffy helped me with the steps above by completely designing Dragon’s Keep, doing 100% of the graphics for it as well as much of the graphics for the other two games.

What an Adventure!

So you see, in the past five months, I’ve learned a lot, did a lot, and re-did a lot. We released three full-length titles (four if you count Tilt Monster separately since I started it with a brand-new codebase and re-did most of the graphics), as well as countless updates to our apps.

Now, cut out the beginning learning processes, trademark issues, etc. Do you think we could have released five or six quality titles in the past—less than—five months, or major updates that made any one of our games much better than previous versions?

I think so, which is why I’ve declared 2011 to be the year of iPhone game development for Beebe Games.

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