For this month's Make-Your-Own-Game blog, I thought I'd take a break from PC development to give you insight on what it's like to create iPhone games. I recently got in touch with Paul Poster at Pick Up and Play. They broke new ground by creating the first multiplayer FPS for the iPhone, and I know that's a genre you guys enjoy. iFPS Online serves 2 to 10 players running over Wi-Fi and 3G on iPhones and iPod Touches.
Read on for Paul's responses to my interview questions!
Why make an FPS for the iPhone?
The iPhone is a 3D capable device and the Torque engine already had many of the FPS capabilities built in. An FPS allows higher performance on the client because there are very few 3D items being rendered up close, in full level of detail. Also, the iPhone is very much a social-media device, and a multiplayer game seems like a perfect match.
What was your development process like?
We had up to nine people working on the game at any one time, although usually it consisted of a team of three/four programmers and two artists. Our staff all works together in our Laguna Hills offices. We've developed many games together and are used to intense, short schedule projects. After we submitted a technology demo of the iTorque engine to iTunes, we spent less than four weeks creating a beta build of iFPS Online and another three to four weeks for the release candidate.
For QA, we relied on our QA department (1 guy) to keep our bug database well stocked while we did a lot more informal play testing, looking for UI issues and online difficulties. We use Mantis on our server to track bugs and, even though we are in adjacent rooms, we use IM to provide short message questions and alerts and simple file transfers between team members. For online testing, we set up off-site servers to provide hosts for the game so that we could test network and router issues.
And of course we played a lot of multiplayer games ourselves...
"The iPhone is very much a social-media device, and a multiplayer game seems like a perfect match." - Paul Foster of Pick Up and Play
What development hurdles did you run into?
The single biggest hurdle was performance. While the game still doesn't run at 60 fps, it does run well enough to allow for an enjoyable experience. Optimizing for speed involved removing features that would be mostly invisible on a small iPhone screen, reducing game complexity, and designing gameplay to avoid CPU intensive activities.
Continue reading "May MYOG Blog: Making Games for the iPhone" »






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