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Archive for April, 2009


Speaking of Sales Stats
Wednesday, April 29th, 2009

If you’re curious to know what sales stats look like when you have the number 1 paid app in the world for a month, FireMint just posted an incredibly detailed report on their latest month’s sales stats for Flight Control.

I think it’s fantastic that they’re sharing this data with the world. The numbers are pretty mind-blowing. One of the most interesting things I saw in the report is the difference in sales numbers for the number 1 spot in the US vs. Canada. In order to be in the number 1 paid app slot in the US, they were having > 9,500 sales per day. To be in the number 1 paid app slot in Canada, they were having > 650 sales per day. That just goes to show you how huge the US app store market is compared to the Canadian market.

One of the things that makes me happy about this is that Flight Control is a fantastic game. It’s one of my favourite games for the iPhone. It’s a simple and elegant game concept that was executed extremely nicely. It’s a simple, but well-polished game, that is incredibly fun to play. It’s nice to see a great game sell well.

So, thank you FireMint for sharing this data! As another iPhone dev, I find it fascinating.

Owen

The Numbers Post: Part 2
Monday, April 27th, 2009

Good Morning, everyone. On March 9, 2009, I wrote a blog post called “The Numbers Post (aka Brutal Honesty)” in which I talked about sales for Dapple in the first 24 days of the game’s launch. I posted the entry to Slashdot and the post ended up making the rounds of a lot of iPhone related sites. One of the most common questions I get now is “how have things been since The Numbers Post?” Today I’d like to take some time to talk about that.

Introduction

I want to be very clear about what the purpose of this post is, up front. I want to be clear that I’m not trying to whine. The post is meant as informational. I want to share my experiences with other developers so that they can learn from my experiences. Also, in writing these posts, I learn from my own experiences as well. By analyzing my own successes and challenges, I hope to better myself as a game developer and business person.

Last week, Mobile Orchard approached me about doing an interview with them about my sales since the last post. Their interview with me is now live on their site. The interview (an audio podcast) is about 30 minutes long. It is meant to go along with this information. I’d recommend both reading the post and listening to the interview, if you’re so inclined, as the interview goes into more detail on certain aspects of the post.

What follows is a brief analysis of what has happened since the March 9th post.

Graphs

What follows are some graphs of Dapple’s sales since the launch of the game. Please note that all graphs are showing number of units sold, not revenue. Because the price of the game has changed, I felt that showing the number of sales was more useful.

Dapple Sales Graph - Worldwide

Dapple Sales Graph - Worldwide

In the graph above, the dotted red line shows up to the date of the previous Numbers Post. What follows are the sales since. I have noted important events with a letter, which are listed in the legend.

As you can see, the post getting on Slashdot introduced a small sales spike (“E” on the graph). You can read more details on that in my “The Slashdot Effect” post. Two days later I placed the game on sale for $2.99, which introduced my biggest sales spike to date (“F” on the graph). However, sales quickly dropped again. The price has remained at $2.99 since I first dropped the price, and I’ve decided that it will stay at $2.99, no longer “on sale”.

When I posted the Numbers Post, one of the most common comments I received from readers was that I should have had a Lite version of the game out. Those who followed the blog regularly knew that I had submitted a Lite version to Apple, but it hadn’t been approved by Apple at the time. It was released at point “G” in the graph, a week after the Numbers Post.

I believe that the Lite version has had some effect on sales. I estimate that I have about a 2-3% conversion rate from Lite to full version. However, it’s difficult to estimate accurately, as Lite version downloads aren’t really high enough to get good stats. The Lite version was initially downloaded several hundred times per day, but now averages about 75 downloads per day. With those numbers, it’s hard to know how many of the daily sales are tied to Lite version downloads. I do know that about 10% of people who play the Lite version click on the “Buy Dapple” button to at least see the full version in the App Store. You can read a few more stats on that towards the bottom of my “Hey, Where’d He Go?” post.

The next important milestone was when Dapple got featured in the Canadian App Store’s “What’s Hot” section. The feature was only in Canada, and it only appeared on the iPhone version of the App Store (not in iTunes), so it had limited effect on sales. However, it did cause an increase in Canadian sales of the game, as you can see from the Canada-only sales graph:

Dapple Sales - Canada Only

What I found particular interesting about this feature was: a) how much smaller the Canadian market is than the US market, and b) how much of a difference being near the top of the list, as opposed to the bottom, made to sales. I suspect that most people who look at the “What’s Hot” list only scroll down a page or two, and never get to the bottom of the list.

At point “J”, Dapple version 1.1 was released on the App Store. However, due to a error on my part (in not fully understanding how updates work), I missed a key opportunity to show up on the new releases list with the update. You can read the details about that in my recent “Miscellanea” post. The update contained a new 2 Player Mode that let users play against an AI opponent. It also got the game under the 10MB limit, so that it could be downloaded over cell networks, instead of just WiFi.

After the first Numbers Post, I got several emails from people saying “I tried to download your game on my iPhone at work, but I couldn’t because I don’t have WiFi.” I suspect that, due to the kind of game that Dapple is, that most people wouldn’t bother trying to download it again once they got home. With the 1.1 update, I made it a priority to get under the 10MB limit so that the game can be downloaded over the cell networks. It’s kind of hard to say how much it has helped, but I’m sure I’ve had a few sales that I wouldn’t have otherwise had.

Feedback

In the Dapple 1.1 update I added a Feedback button to the game. I’ve been getting a lot of great emails from people who have played both the Lite and full versions of the game. I get a lot of very positive emails from people who love the game. I also get lots of great constructive emails explaining what they find difficult or confusing about the game.

I recently wrote an analysis of, what I called, “Dapple’s Identity Crisis“, in which I talk about some of the design lessons I’ve learned from Dapple.

Investment vs. Income

In the first post I threw out some numbers that generated considerable uproar. I had stated that Dapple took 6 months to write and that I estimated its budget at about $32,000 USD. Some of the most common questions I got were about how it took 6 months to make and how I could spend $32,000 on the game. I recently wrote up a response to the 6 month question in my “How to Make Dapple in 6 Months” post. Give that a read if you’re curious about all the work that went into making Dapple.

The question of budget is an interesting one. I stated in the original post that the budget included my time. A lot of people assumed this meant that I had actually paid myself a salary. What I was trying to convey was the cost of making the game. I did not pay myself a salary. However, examining the cost of producing my game without taking my time into account is not a measure of the cost at all. The major cost in making the game was my time. Not accounting for it would give a budget number that doesn’t at all represent the cost of making the game. Suffice it to say that the actual cash out-of-pocket cost of making the game was much less than $32K, but the $32K is an accurate estimate of the total cost of producing the game.

Advertising

I also had a lot of people wonder why I had spent so much on building the game but spent nothing on advertising and marketing. The fact that I hadn’t mentioned advertising in the post was taken to mean that I wasn’t doing any. However, this is not the case. I have been running Dapple ads in various formats. I have also been doing other forms of marketing and advertising. However, the advertising side of things is one I’m not prepared to talk about in specifics, mostly because I don’t have enough data to be able to draw any good conclusions from it. The other reason I won’t talk about it is that individual ad sellers ask that their rates, etc, be kept confidential, so I can’t really talk about a lot of it.

I think it should be enough to say that I’m not sure how successful advertising has been for the game. It’s incredibly difficult to know how many sales actually come from people who are buying the game because they’ve seen ads. However, what I do believe is that advertising is helping to get the Dapple name out there. Having people repeatedly see the name in different places is bound to help.

Conclusions and Lessons

Dapple has sold over 500 copies at this point, and the Lite version has been downloaded over 4,500 times. While I’m not thrilled with the numbers, they’re certainly not horrible. Considering this is my first game, I think these numbers are pretty decent. I’m a long way from breaking even, but I don’t know that it was a realistic expectation for a first game.

One of the most common comments I got after the first Numbers Post was “how did you expect to sell another matching game for the iPhone?” Perhaps it was naive, perhaps it was a mistake. My feeling was that by introducing a new mechanic (mixing paint), which a lot of people find challenging, in the context of an existing, well-established game genre, I could ease people into the concept. Maybe this was a mistake, maybe it was the best way to tackle it. Regardless, I made the choice and I’m extremely happy with the way the game turned out.

I have also decided to leave Dapple at $2.99 (no longer on sale), as it feels like a better price-point for the game on the App Store. Although I still feel like the game is worth more, I don’t think the market will support it. Since the market determines the worth, I have to sell it at what the market deems its value.

The process of creating Dapple and selling it has taught me an incredible amount about making games for the iPhone. It has also given me a finished 2D games engine that I can build my next game with. I hope that I can take the lessons I’ve learned and apply them to my next game. My goal is that each game is better than the last, and that I can gradually build the company into something that people associate with quality, fun games.

What’s Next?

I have been asked a lot if there are more updates coming for Dapple. The answer is: yes. I am still planning at least one more update for Dapple. I would still really like to get some online leaderboards into the game. However, after that I really need to start working on my next title.

I have a concept I’ve been playing around with for my next game, and I’m looking forward to doing some prototyping. I plan to take the things I’ve learned from Dapple and try to make something quite different. I want to create a game that’s much more about the experience of playing, and less about the rules. I want to create a game that is quickly accessible, but still deep. It will be a challenge, but I’m always up for a challenge.

Finally, one of the most common things I get asked is if I’m planning to keep making iPhone games. Yes, I am planning to stick with iPhone development for the time being. I think I need to give it a solid shot to determine whether or not it’s possible to make a living doing this. I don’t need to be rich, I just want to be able to make enough to keep doing this. After all, making games is a great job!

Owen

Miscellanea
Friday, April 24th, 2009

I haven’t been posting much lately (bad Owen, no cookie!) because of a variety of things that are keeping me busy. However, there are a few things I wanted to talk about today, so I thought I’d actually write a short post.

The first is about App Updates. I forgot to post this after the Dapple 1.1 update went out. I learned a very important lesson: when you push an update out, you must manually update the release date in iTunes Connect, or your release date will still show the 1.0 release date!

This bit me in the ass, because at no point in the update process does it ever ask you for a new release date. When you submit an update to iTunes Connect, until it is approved, it sits in your “Manage Your Applications” section as a second app. If you click on it, no where does it give you the option to set a new release date. So I had assumed that it would update automatically. Incorrect!

After 4 or 5 days of waiting for Dapple to show up in the “By Release Date” list and wondering why it wasn’t there, I went back into iTunes Connect. When your update is approved, they roll both versions back into one item in the “Manage Your Applications” list. At that point, you can update the release date under the Pricing tab. You should do this as soon as you get the approval email from Apple. What ended up happening with Dapple was that I didn’t catch this until about a week after the release. So when I finally updated the release date in iTunes Connect, the update showed up on page 5 of the “By Release Date” list. Dammit.

So I really missed an opportunity for a small bump in downloads because of the “new” list. Oh well, I won’t make that mistake again!

This week I took some time away from working on Dapple, which felt amazing. I spent the early part of the week working on a mini project so that I could teach myself about CocoaTouch and Quartz for iPhone. It was really fun and I was able to build a neat little app in about 2.5 days. This app won’t be released as it stands now, but I’m considering making a few improvements to it and releasing it. Anyway, it was really fun to do something that wasn’t related at all to Dapple. I’m looking forward to working on my next game even more now!

I also spent a bit of time this week working on some stuff I’m not prepared to talk about yet. Ooooh…secretive…

Yesterday I started working on some stuff for the next Dapple update. I do want to push out at least one more update sometime soon, and then we’ll see how long it goes before I get to another update.

Oh, and finally, I did an interview with Mobile Orchard earlier this week for their podcast. The podcast should go live on Sunday, I’m told, and it will be posted to their website on Monday. I spoke with them about my up-coming Numbers Post Part 2, which will go live on Monday along with the interview. So check back on Monday, if you’re curious about the sales side of Dapple since the last Numbers Post.

Ok, so this didn’t end up being as short as I’d planned. Oh well. Have a great weekend, everyone!

Owen

Next Toronto iPhone Meetup – May 13th
Monday, April 20th, 2009

I realized, as I started writing this, that I never talked about the first iPhone Developer Meetup! It was great! I think there were about 30-40 people who showed up at the Imperial and I had a great time meeting people. It was nice to talk with other local developers and put some faces to Twitter accounts.

James Eberhardt organizes a local mobile developer meetup that happened to coincide with the date I had picked so we teamed up and he brought a long a whole bunch of people that go to his events. We decided that it was silly to have two monthly meetups for developers, so we’re going to roll things into one meetup event. We’re going to keep to a regular schedule and the events will happen the 2nd Wednesday of every month. So, this means the next meetup will happen Wednesday, May 13th, 2009.

James uses a space in Kensington market for his meetups, and we’re going to try it for the meetup next month. The space has projectors and such, so we’re actually going to run a few presentations! Following the presentations we’ll head up the street to a local pub for drinks and socializing.

Because we’re hoping to do some presentations, we’re looking for volunteers. If you’ve got something you want to share with the group (15 minutes or so; it can even be less if you want), then shoot me and James a message and let us know. We only want to do maybe 2 or 3 presentations, as we do want time to enjoy some beers.

Presentations can be about whatever you think other developers might be interested in learning about. Have you written a code library you want to share with other devs? Learned some tricky SDK trick that you want to share with others? Let us know and give a short talk!

So, here are the details:

When: Wednesday, May 13th, 2009 – 7:00pm until whenever
Where: FITC / Rich Media Institute – 156 Augusta Ave, Toronto, ON (MAP)
Who: iPhone and Mobile developers (or people interested in development)
Why: Maybe learn a few things, meet some great people, have a beer!

After the presentation portion of the evening we’ll be heading just North to a bar called The Embassy Bar (223 Augusta Ave).

If you’re on Facebook, join the group that James set up for the Mobile Developers meetup here:

http://www.facebook.com/group.php?gid=59283678804

It’s a good way to keep up to date on upcoming events.

If you want to give a presentation at the May 13th meet-up, please let James or I know. You can find us on Twitter (Owen, James) or via the Facebook page above. You can also email me at the company email address.

Hope to see you there!

Owen

How to Make Dapple in 6 Months
Tuesday, April 14th, 2009

When I posted my “Numbers Post” back in March, one of the most common questions I got asked was “how did it take 6 months to make Dapple?” I found this question interesting. I’ll admit that at first I found it frustrating, and I thought “how could it not have taken 6 months?” But then I started thinking about it more and more. It occurs to me that if you’ve never built a game from start to finish, you might now know what goes into making a game.

With that in mind, I thought I’d take some time today and go over a few things about Dapple. If you haven’t read my 360iDev presentation on the creation of Dapple, you might want to do that. I consider it a companion to this article, but this will go into more depth.

Effort:

The first thing I want to do is look at some numbers, because I think it’s good to put Dapple into context. The question of “how could you spend 6 months making Dapple” is interesting to me because I come from a AAA console game background. Before I moved back to Toronto and founded Streaming Colour, I worked on a team of over 100 people who all worked on a single game for 3 years. Dapple had one person (me) working on it full time for 6 months, and 3 content creators working on it, say, half-time for one month each (call it 1.5 months total). When you put it like that, it’s hard to really put that into perspective…so let’s do it this way instead.

AAA Console Title (Xbox 360 or PS3):

  • 100 people (this is actually fairly conservative; some teams are up to 200 people now)
  • 3 years (this is pretty standard, unless you’re EA putting out a franchise every year)
  • 220 working days a year (this doesn’t include overtime, which means this will be much lower than actual effort involved)
  • 6 hours of work per day (again, not including overtime)
  • Total person-hours: 396,000

Dapple (iPhone):

  • 1 person
  • 7.5 months (this includes the contractors’ time)
  • We’ll call it 160 working days
  • 6 hours of work per day (again, not including overtime)
  • Total person-hours: 960

Let’s call it 1,000 hours for Dapple, then. In actuality, I worked quite a bit of overtime, especially on the last 1/3 of the project. But still, for that amount of effort, I think Dapple is quite impressive. Maybe I’m biased.

Lines of Code

My friend Jay posted on his blog recently about the growth of code size between Wolfenstein 3D and Quake 3. It’s a fascinating read. It also got me thinking about Dapple’s code size. With Wolfenstein 3D being released for iPhone as open source recently, I thought I’d compare the two. I used a tool called cloc to run a line of code comparison of Wolf 3D and Dapple:

  • Wolf 3D = ~28,000 lines of code
  • Dapple = ~21,000 lines of code

This means that Dapple is about 3/4 the size of Wolfenstein 3D, which I actually found quite shocking. The big difference here is that Wolf 3D’s code is mostly for the game. When I broke it down further, I discovered that over 6,000 lines of code for Dapple is for the front end and user interface. If you look at Wolf 3D, they only have a few very simple menus in the game. Dapple has dozens of screens.

I’m not sure if there are any conclusions to be had here, other than to say that it does take time to write 21K lines of bug-free code.

Timeline

Finally, this will only be of interest to only the most hard-core of the hard-core, but I took an hour or two and I went through all of my change logs during development of Dapple. What I’ve done here is give a week by week summary of what I did to create Dapple. Keep in mind that most stuff relating to the business (e.g. finding and hiring contractors, dealing with international sales contracts, etc) didn’t have any mention in my change logs, so I haven’t mentioned them here. This mostly just relates to the coding tasks involved in creating Dapple. So, without further ado, here’s how you make Dapple in 6 months:

Pre-Production

Week 1:
- Downloaded, installed and learned Playfirst’s Playground SDK (2D game engine) for Mac.

Week 2:

- First pass at prototyping original game concept.
- Game isn’t fun.

Week 3:

- Created animation system.
- Changed some gameplay mechanics to make the game more fun.
- Added some simple animations.
- Game still isn’t fun.

Week 4:
- Branched prototype and started working on new gameplay mechanic, based around same idea: mixing paint colours.
- Gameplay now based around making matches (more similar to final product)
- Game is more fun, but is too complex – new players are easily confused.
- Experimented with simple SFX and background music
- Experimented with some simple HUD elements (displaying score, for example)

Week 5:
- Ported prototype to Windows.
- First draft of game design document.
- Started designing front-end UI flow (menu screens).

Week 6:
- More gameplay mechanic changes to simplify the gameplay.
- Game is now quite fun (very similar to final game mechanic).
- Added logic to detect end-of-game condition.
- Changes to underlying board data structures to make things more flexible.
- Added hint animation.
- Added in the concept of brown paint.
- Game no longer fun with current first-pass implementation.

Week 7:
- Balanced the way brown paint works.
- Added in concept of brown paint spreading.
- Game is quite fun again (and is now almost the same as final game, in terms of mechanics)
- Decided to port to iPhone, just to see if I could.
- Prototype ported to iPhone successfully (but no UI, no ability to restart a game after it ends, etc).
- Game uses CocoaTouch and UIKit for now.

Week 8 – 10:
- Working on company website and logo design.
- Other misc business stuff.

Week 11:
- Added special items to the game (water drop + diamond).
- Game much more fun, much better balance.
- Gameplay tuning.
- Fixed major bug in the search algorithms when looking for potential matches for the hint arrow.
- Hint tuning.
- Branched from prototype branch into the main trunk.

Production

Week 12:
- Now working on the game I will eventually ship – no longer prototyping.
- Deleting all the junk code from the prototype.
- Refactoring reusable code.
- Rewriting all the classes that were deleted.

Week 13:
- More refactoring and rewriting.
- Code base is much cleaning and extensible.
- Set up developer profiles, etc, and got project running on device hardware (instead of just simulator).
- Fixed some major bugs in the game logic and UI.
- Created Front End wireframes document to provide to artist.

Week 14:
- Converting game to OpenGL.
- Got the game back up to previous state, but with rendering layer swapped out and now using OpenGL instead of CocoaTouch and UIKit. Game now completely OpenGL-based.
- Adding temporary Title Screen on launch.
- Implemented game mode loading system.
- Did some event handling to disable rendering/update while device locked and handling long update times after unlocking.
- Fixed some bugs.
- Upped number of levels that game has difficulty controls for.
- Set up ad hoc distribution builds.
- Fixed some memory release bugs.

Week 15:
- Fixed bugs in touch handling.
- Implemented audio system shutdown during device lock (was causing battery drain).
- Implemented end-of-game handling to bring up simple high scores list.
- Difficulty tuning.
- Implemented paint “falling” animation and tuned.
- Implemented support for animated textures.
- Implemented paint “match” animation with temporary texture.

Week 16:
- Changed hint logic to pick random hint instead of closest to top-left.
- Adjusting scoring system to take into account special items.
- Implemented “scoring” animation.
- Fixed some bugs related to scaling/translation in animation system.
- Animation tuning.
- Fixed a bug with alpha blending for textures that had alpha in them.
- Fixed some memory leaks.
- Started adding first art assets that arrived from artist.
- Score tuning.
- Implemented score multiplier system for combos.
- Implemented “multiplier” animation.
- Refactored rendering code to separate rendering of individual HUD elements more.
- Implemented progress bar functionality.
- Implemented bitmap font rendering system just for number values in-game.
- Started implementing a Front End framework system.
- Implemented system to load/unload front end screens (i.e. menus)
- Implemented temp main menu to test FE flow system.

Week 17:
- Implemented more of the FE framework system.
- Hooked up the Pause button to load an empty pause menu.
- Added new artwork to the game.
- Implemented tinting for the bitmap font system.
- Implemented UI Widget framework to hook into the FE framework.
- Implemented “Menu” widget.
- Implemented first pass at “Main Menu” using new Menu widget.
- Implemented “Chooser” widget.
- Implemented first pass at “New Game” screen using the Chooser.
- Implemented “Slider” widget.
- Implemented “Checkbox” widget.
- Implemented first pass at “Options” popup.
- Connected widgets in Options popup to control user settings.
- Implemented first pass at “Pause Menu”.
- Implemented first pass at “How to Play” popup.
- Implemented first pass at “Credits” screen.
- Scoring tuning.
- Implemented a user data storage class.
- Connected user data to NSUserDefaults to save out user data settings.

Week 18:
- Added first SFX assets from sound designer.
- Added first music assets from composer.
- Implemented first pass at colourblind support.
- Added high scores to saved data.
- Animation tuning.
- Difficulty tuning.
- Added SFX to animations (e.g. “squish” effect when paint falls).
- Fixed a bunch of bugs and memory leaks in SoundEngine.
- Fixed some bugs around touching the screen during animations.
- Replaced all art in the game that contained text with new art with a new font (font licensing issues).
- Added new match animation.

Week 19:
- Implemented first pass at a “Generic Popup” class.
- Implemented “Quit Confirm” popup using new Generic Popup.
- Implemented system to save the user’s game in progress.
- Art tuning.
- Implemented first pass at “High Scores” popup.
- Hooked High Scores popup into the end-of-game flow.
- Implemented the “Level Up”, “Good”, “Great”, and “Amazing” animations.
- Big bug fix to do with alpha blending to do with premultiplied textures.
- Bug fixes.
- Implemented the Mixing Guide.
- Added new colourblind mode artwork.

Week 20:

- Implemented first pass at “New High Score” popup.
- Hooked New High Score popup into end-of-game flow.
- Added new SFX assets.
- Implemented all of the “How to Play” sub-popups.
- Tuned colourblind mode settings.
- Tuned all the FE positioning values to make sure everything lined up properly.
- Difficulty tuning.
- Started adding real credits to credits screen.
- Added final art assets.

Week 21:

- Christmas holiday

Week 22:
- Created game video captures and created first trailer video.
- Wrote announcement press release.
- Started gathering contact information for PR.

Week 23:
- Added new music assets.
- Added final SFX and music assets.
- Implemented system that allows user to either listen to the game’s music, or listen to their own iPod music. Game auto-detects whether user is playing their own music or not.
- Refactored audio SFX system to allow for easier playing of SFX.
- Hooked up SFX to all FE screens and widgets.
- Added “Tips” popups when user first starts the game.
- Implemented “Reset Tips” system that allows user to reset the tips state to see them all again.
- Updated and tuned the multiplier animation.
- Refactored and removed some dead code.
- Adjusting game initialization settings.
- Adjusted the Generic Popup code to make sure things looked better.

Week 24:
- Implemented first pass at “Timed” game mode.
- Implemented changes to store separate high scores for Classic and Timed modes.
- Added descriptions to Game Modes screen.
- Update High Scores screen to display separate lists for Classic and Timed modes.
- Added new “Game Mode” How to Play popups.
- Added Game Mode tips to start of game.
- Added confirmation popup to Continue button that displays info about game in progress.
- Fixed a bunch of memory leaks (mostly textures that were alloc’ed without being released).
- Implemented “3, 2, 1, Go!” animation for Timed mode.

Week 25:
- Implemented “Game Over” animation.
- Implemented audio warnings for Timed mode.
- Implemented first pass at “Two Player” game mode.
- Refactored most major classes to support a “player” parameter.
- Fixed major bug in the end-of-game detection code.
- Updated all rendering code for Two Player mode to rotate to face the current player.
- Updated all animations for Two Player mode to animate correctly for the current player.
- Update board logic so that tiles can fall in two directions.
- Implemented “Player X Wins” popup for 2P end-of-game flow.
- Optimized board rendering to get rid of some dumb, slow code.
- Fixed bugs.
- Updated FE framework so that FE screens get rotated based on the current player.
- Changed “New Game” confirmation popup to display info about game in progress.
- Animation tuning.
- Difficulty tuning.
- Added new “Board Layout” How to Play popup for 2P mode.
- Implemented “Player X Go!” animation for 2P mode.
- Hid current brush colour while input is disabled.

Post-Production

Week 26:
- Fixed a bunch of audio bugs.
- Fixed a bunch of UI bugs.
- Gameplay tuning.
- Implemented loading screens.
- Modified the sliders so that they are easier to use (bigger touch area).
- Implemented “System Layer” popup support.
- Implemented error popup if corrupt save data is detected for any reason.
- Hooked up save points to a lot more places in the game.
- Tuning score animations to render better when they’re close to edge of the screen.
- Created final icon and iTunes artwork.
- Fixed a bunch of memory leaks.
- Modified some UI widget functionality allowing for more intuitive use of Chooser widget.
- Changed the way the in-game double-tap works to make it easier to play.

Week 27:
- Updated Credits screen to support 2 pages of credits.
- Added Special Thanks credits.
- Fixed a few memory leaks.
- Major rework to SoundEngine.
- Fixed a couple of really obscure SoundEngine crashes that happened extremely rarely.
- Fixed a bunch of memory leaks in SoundEngine on engine shutdown.
- Created a “Final” build target that disables logging and asserts.
- Submitted to App Store!

Owen

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