How Axosoft Built 5 iPhone Apps in 30 Days
In The Developer’s Incentive to ship, I talk about how at my company, Axosoft, we drive and motivate our software engineers to ship software. Besides the standards of a good work environment, free snacks, drinks and state-of-the-art equipment, we also do something that’s a bit out of the ordinary: After every major release of our flagship software, OnTime, we take 30 days to do fun side projects — preferably ones that are challenging.
So when we released OnTime 2009 in the first week of January, our dev team was anxious to get going on their side projects. In our first side-project meeting, three of our developers decided that they wanted to do iPhone Apps. Now keep in mind that our developers are Windows .NET developers with zero Mac development experience. Prior to my awakening, which I detailed in Every Developer’s Next Machine Should be a Mac, none of our developers had much exposure to Macs or OS X.
As we sat around the conference room trying to figure out how to best learn the awkward XCode IDE and the mind boggling Objective C syntax while at the same time learning the Cocoa framework and the iPhone SDK, we came up with a series of basic projects to help the team learn how to draw on the iPhone or record a touch or multi-touch from the screen. We also wanted to learn how to use the accelerometer for movement and animating objects on the screen. We set a goal of 1 week for having something that could demonstrate these basic fundamentals.
This is where having super-star developers on your team makes a big difference…
Within 24 hours our offices were lit up with discussions and demos of iPhone apps that shot bullets and had flying airplanes dropping bombs. Before long, the guys had freshened up on their math skills, figured out collision detection and were building frameworks for Artificial Intelligence. Within 1 week of our start, we now had the confidence to set some serious goals.
We decided we wanted to have at least one iPhone game in the App Store before the end of our 30-day project.
But, just three weeks into our iPhone app development, we had already submitted two full-fledged games to the App Store. These games are relatively basic, but are super FUN, have multiple levels, lots of scenery, artwork and music. The collection of everything that went into making these games totally blew us away.
Here are some screenshots of the two games:
Slug Bug, our First iPhone Game: iTunes Link ($0.99)
Slug Bug – This is a game where the player can take the familiar Axosoft Ladybug across a busy road, a lawn or a train station to get her to safety. It’s a fun little game, especially for youngsters. My 3-year-old loves it and I have a few friends who are old-school Frogger fans that love this game.
