Time distribution. One year later

About one year ago I wrote an article entitled “Time distribution on game development“. On this article you can read about what tasks I was working on when developing New Sokoban and how they were distributed on time. That post was written a few days before the approval of the game.

A year has gone since then and a lot of things have happened and changed. In today’s post I would like to present a new chart revealing important differences on time distribution on my everyday work. After that, I will try to get some useful conclusions.

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Guest post: The Making of Pigeons Attack with Cell SDK

Pigeons Attack was born as a sample to show how the accelerometer API works. You move forward and backward –tilting your phone- your just washed car in order to avoid pigeons get it dirty. Once the semaphore becomes green, leave quickly the scene to check how many impacts you had. The less you have the better.

Within the following sections you will be guided through the development process, starting from a new Cell SDK project.

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