On the art style side, we chose to use pixel style with dark color scheme. The style is not common for iOS apps and inconsistent with the general UI guideline of Apple’s products, but it seemed a natural choice when it comes to a “pixel cross” game. The central idea of this retro-looking style is to completely eliminate anti-aliased images, only use pixelated graphic elements.
Author Archives: w162
The most famous “When It’s Done”
When I googled the name of this blog, I saw a very familiar big name on the very top of the results. Guess what? DUKE NUKEM FOREVER!
3D Realms was my favorite game studio. And Duke Nukem 3D was the best shooting game in its era. Its successor, Duke Nukem Forever, was announced in early 1997. After repeatedly announcing and deferring release dates, 3D Realms said it will be released simply “when it’s done” in 2001.
After 14 years, it is still in development. Here I found a truly long list for things have been accomplish during this endless waiting… Continue reading
The Story Behind iPACROSS : Where It Started
We started the development in February, 2010. Our team has 4 part-time developers: Hansen, Frank, Ye and me. Especially, Ye was a big fan of Nintendo’s Picross DS, which became our primary reference and ultimate benchmark from quality respective.
We had a tough discussion about whether we should make it a universal application to run on both iPhone and iPad. And we realized that it would be impracticable to put a medium size board on iPhone screen without zoom-in. The operation would be unnatural. So we decided to give up the iPhone and concentrate on iPad only.
Although all of us are experienced console game developers, neither of us had experience with iOS before. And we could only work part-timely on this project, around 6 hours per week on average. The workload would be overwhelming for us if we built everything from scratch.