Very insightful... More liked the point where you described how you had to start cutting down on stuff so that you get to release it.... I think deciding on one feature and one feature only, developing it and throwing it out to the world is a good idea most of the times :<p>1. Gives you an opportunity to test if people like what you have to offer<p>2. You have a ton of features lined up in your head but based on user feedback you would know how to prioritize them
There's a gigantic difference in sales potential when you choose to make an iPad game (like the author did) and an iPhone game. The iPhone & iPod touch market is way, WAY bigger and has a much larger financial upside. If you want to make a game that can reach the largest audience of buyers, make it for iPhone, or universal, but not iPad only. The title of the submission is misleading.
If anybody else wants to play around with 3d game development turbosquid ( briefly mentioned in the article) is a great way to start.<p>If you can spare it, play around with blender for a week and you should be able to make simple models (ships, guns, etc) and tweak more complex ones.
As someone planning to build some iOS games as a side project, I really appreciate this info.<p>Some questions for you:<p>Have you considered offering your game for free for a limited time to get your game out there, so it can hopefully find some more coverage? If so, what made you decide to keep it a paid app?<p>Did you consider any other game dev tools, such as Unity?<p>Did you reach out at all to any mobile gaming sites or blogs to try to get coverage for your game? If so, did you have any luck?
Ah, how I despised the PS2 DEV TOOL. The only cool thing about it was the look on people's faces when they'd see it...right out of that scene in Aliens when Ripley walks in on the Queen.