My first look at iOS vs Android vs Microsoft

Welcome back. I’ve been hard at work on my new game, but more on that when I have something more to tell.

The story continues with Stray Cat, the first game that I managed to get through the submission process and onto the App Stores. It’s available for both iOS (iTunes) and Android (Google Play and Amazon)

Android: A story of Ice Cream Sandwiches, Jellybeans and KitKat’s

Initially I had pinned my (Android) hopes on the Amazon App Store but to date have yet to see any movement whatsoever on it. So is it alive, does it have a heartbeat? Maybe I’m missing the plot but I think it’s a dead rubber. I’ve stopped checking on it altogether, in fact I’m considering just pulling the game off the Amazon store altogether.

So Amazon isn’t the way to go and Google Play doesn’t pay to South Africa, so revenue is pretty much non-existent there. The only form of revenue to be made from Google Play is advertising. In the end, I added AdMob advertising into the Android version and released one for free on Google Play. This was a problem for me, as it meant I had gone back on my ideals of not releasing add supported games.

I spent lots of time pondering on it and spoke to friends and asked questions and in the end, I realized that I can live by my ideals or I can try to make things work. It turns out that being adaptable remains the one thing true to an indie developer. I also realized that people are not keen on spending any money whatsoever on a game they know nothing about, made by someone they known nothing about. Of course, I had done fairly little in terms of advertising at this point, but I’ll share my advertising findings in another post.

The final moment of irritation was that we’ve tested a lot on a Samsung GT-I9500 and I know for a fact it works. Yet I have people contacting me saying it doesn’t work at all on that exact model. I also found that things that generally worked rather easily on iOS always took a tweak or two more on Android. I can’t help but see flashbacks of the nightmare that was developing for Nokia’s Symbian OS.

You might not remember, but if you wanted some game to run on your Nokia, you had to choose the exact version that was specifically made for your exact phone model. The same game had various versions for various phones and if you picked the wrong one it wouldn’t work. I’ve not had any similar issues on Apple’s iOS. Things just generally seem to work. Also, Apple just has the recipe right in terms of hardware which just seems to perform much better than even the top of the range Galaxy Tabs. I’ve not collected an extensive set of data on it, but certainly on our tests on frame-rate and processing rates at least it seems to hold true.

Apple, yes just Apple

This hasn’t put me off Android, but combined with the very poor download stats compared to iOS’s pretty low total, I’m not going to focus as much on Android for the time being. If I made games full-time, I would still focus just as much on Android as iOS but since I have to split my time, it’s Apple first. So my plan is to make the games for iOS, then to migrate them to other platforms afterward, rather than doing it all at the same time.

Microsoft, still in version 3.11, alpha.

Bring on the Microsoft store and in true form, what just works on the other App Stores is a complete headache here. If you are lucky enough to figure out how to navigate what I can only describe as the worst program flow ever, then you are probably going to realize that just after you’ve paid your subscription fee that you’ve done it to the wrong store. You paid the Windows store instead of the App store. Of course that’s what you meant to do, right?

Enter the App Store and Windows Store confusion. Yes my friends, lets cross brand, cross name and ultimately confuse the crap out of everyone. Once you are in, you’ve sorted out your payment mess, you create your application profile and then you are stuck. You notice that you can’t do anything until Microsoft Verifies you. HUH? 7 Days of waiting for, erm, nothing to happen. Apparently, they didn’t need to verify me? WHAT? I’m confused.

On the next step I learnt that I need to configure the BETA testers using a box that I couldn’t use because it’s all greyed out. So, after much searching and struggling with horrible KB articles that seem to be a circular reference to themselves and mention just about every Microsoft product under the sun, I figured out that there is no good reason why I can’t simply delete and recreate my app. Oh yeah, you guessed it, in true Microsoft “reboot” it style, I could progress to the next stage with the newly created app profile. a Few weeks wasted. I have lots of spare time, right?

Microsoft, promoting the use of aspirin worldwide.

Hold on to your horses, that’s not it yet either. So I get that there is a need for things like content ratings and PEGI and so on, but by comparison, Apple asked a few questions about my game and rated it accordingly. So did Amazon, so did Google Play. No my friends, not Microsoft. They provide you with a list of all the approvals you need from all the Countries to accomplish the same thing and even though their vastly confusing KB articles stated that I don’t need to complete all those forms, the fact is you need to spend a serious amount of time to do what the mainline app stores do for you.

And the verdict is?

If Apple was my primary store and Google Play was my secondary store, then Microsoft would be somewhere between I’m bored, it’s 3am and I can’t sleep and I’ve already finished my book so “hey, lets see if I can make some progress with Microsoft” and well, nothing really. I can’t imagine anything I’d rather want to waste my time on. Skip, at least until I have much, much, much more time available!

So that meant the end of my initial App store experience. I had created and launched my Game and now people would start to download it.

Until we meet here again, in a few days perhaps?

Everything that’s Flappy isn’t always gold

Welcome back. If your week was anything like mine then I share your joy of experiencing this Friday as the start of the weekend.

For me, weekend is game development time. I spend pretty much all my free time working on games to get this going. That makes a “no” a bitter pill to swallow. Even if you expected a “no” in the first place. As you are no doubt aware, I submitted Clappy Bird to Amazon and to Apple.

I was surprised that Amazon provides feedback as quickly as they do. I submitted it last week Saturday to them and come Sunday morning I had a lovely letter informing me that I’ve used artwork from Flappy Bird. This was of course not true, I had drawn all my art work myself but I cannot deny that it was drawn to the same purpose as Flappy Bird and it looks very, very similar. In addition, Clappy Bird is no doubt a clone of Flappy Bird. I replied to the rejection and was simply told that I am using the Flappy Bird icon, which again I wasn’t.

I decided to leave it at that and to see what Apple came back with. It had taken Apple a little more than the average of 6 days (I think) but I finally received the loveliest and most politically correct response from them. They made no claims towards copyright or me using Flappy Bird graphics, rather, they indicated that they don’t approve games that leverage of other games. Fair enough I suppose and to be brutally honest, I appreciate that. Like I said in my previous post, the original creator of a game should reap the rewards of it, not the copy cats.

The interesting thing here was still the fact that Flappy Bird was removed and no longer available. Obviously, the counter argument is that the creator could opt to re-submit it at any time.

Regardless of the “no” I am extremely happy to have submitted something and seen some of the process flow. I’m also very encouraged by the fact that they won’t simply allow Flappy Bird clones. It does beg a few questions though, such as why say no to clones now and only with regards to Flappy Bird? They said no to me, but Fallout Boy is about to release a clone. What makes their clone special?

Why did Apple not prevent all the clones for 5-0 Radio for example, in fact, the creator of 5-0 radio, Allen Wong, has famously stated that there were so many clones he ended up creating clones for his own app to compete with himself and the clones. He still bought a Lamborghini Aventador, so I suppose he won’t complain.

In all, I’m still satisfied that what’s fair is fair. I took a shot with Clappy Bird and they said no. It’s their right to say no and that no protects me too.

The Challenge

Hello dear friends. January came and went, we’ve all hopefully survived the “post Christmas” period and are already questioning our sanity on how it can be February already.

I’m finding it very hard to keep my blog up to date with my happenings. Maybe there is a lot happening and I’m just not getting to it or my time management isn’t what is should be. January saw a whole host of changes to my development process and truth be told, I don’t know what to make of it just yet. One of my friends brought forth the prospect of a partnership idea. In this idea he and I will be the programmers and then he re-introduced me to a 3D artist, who also brought a colleague into the picture. For me, he brings valuable business experience and 3D Artists. I don’t mean to play down his skill as developer, but I’m looking to areas where I am lacking and highlighting them.

So one could become 4 really. Listening to my universe could mean that I no longer have to draw graphics pixel by pixel, so it is surely a path I need to explore if I have it available. We started off by throwing ideas around and I soon re-learnt that this is by no means an easy process when you can’t just do what you want to do or if you have a a raw idea. Zombie would simply take to long to re-work considering it has roughly 2500 images already.

In the end we came up with a pretty interesting concept and really started throwing ideas around. This would be a project of a few months and if done right, could work technically. We still had a lot of ground to cover to make up the concept to be sure that it will be fun yet challenging. I spent a great deal of time in front of my white board and we had quite a few long sessions of sharing ideas.

We tested our idea with everyone who wanted to listen and it turns out, everything we’re doing is adding complexity to an idea that is already fairly complex. So John and I challenged each other, could we each come up with a game in just a few days.

The challenge was simple enough: Create a one screen game that works with one finger input. It must be finished by Sunday. We had 5 days. It’s worth mentioning here that we are part time game designers, we have full time jobs at a large blue chip, so our time is very much limited. That means, we don’t have 5 days of 16 hours a day, or even 8. At best, we had about 2 to 6 hours a day to realistically work with. Of course Saturday and Sunday could be full days.

So on the Thursday, I started on a game concept I’d like to call “Stray Cat”. Our challenge was to have the game completed by the Sunday and then we could start the work with the artists to get the graphics out. My wife and I had plans to visit friends on the Sunday, so I had to finish by Sunday morning. Less time for me…

I did it though, I finished at about 9am on the Sunday morning. My game was fully playable, had fairly useful graphics and the sound I must admit is very cute. Since then, we’ve not grown the game that much, in fact, the only things we’ve been doing is test playing it and toying with the interface to make sure you can pick up and play without learning a whole host of fancy gestures. We’ve also been testing it on a variety of devices. I managed to talk Game into selling me a 7-inch “Me” Android tablet for the same price the sold it in December, which was R200 below the current listed price. To be fair, that was how much they said it was when I asked.

How this will turn out, I can’t really say. I’m hopeful that we can have nice and colorful cartoon graphics, make the game come alive in a way that would appeal to a younger audience as well.

Would anyone like to test it, if so let me know 🙂

And then came Flappy Bird…

This wasn’t the end of it though. Making small games turns out to be lots of fun and I can quite a lot in very little time. You’ve heard about Flappy Bird, it’s removal from the app stores and all the clones that popped up? Well, my wife really wanted me to make a true to the original clone, not some shoddy game that looks like the graphics came out of Microsoft Word. While I was waiting for my Stray Cat graphics to arrive I started working on a game I’d rather not name just yet, but it’s engine meant I could do a Flappy Bird clone rather quickly.

The creator of Flappy Bird openly stated he wouldn’t object to clones or sue anyone for cloning it. Or course, Flappy Bird is also gone forever. I would never dream to make a clone of a game that’s available.

So the Flappy Bird story being so unique and after some deliberation I submitted my version to the App stores last week and we’ll see what happens. I’m a little nervous about it, not because it’s a clone, it clearly is and I’m not hiding or denying that fact. Interesting fact though, Flappy Bird is not an original game either, it’s a clone of Flappo Bird for the Atari 2600 see here: No my friends, I am nervous because it allows me to learn how the submission processes work for iOS, Android and Windows Phone. It’s the starting blocks for me, whether they accept it or not and lets not forget, the engine that runs it, was made for another [unrelated] game that I am working on.

a Clone, yes I know. This might sound strange if taken out of context, but I really do believe that the creator of a game needs to receive the benefit of it. Not the clones. In this case, the creator stepped away, played the clones and said he liked them. While we’re on the subject I’m also of the belief that games should be fun first and foremost. My daughter constantly cries when she plays The Sims or Theme Park on the iPad because she hits pay-walls that frustrates her game-play. In addition to that, as a parent I don’t want my kids playing games that run the risk of them clicking ads or buying in-app stuff without my consent (which happens, by the way). a Good friend of ours walked into her daughter playing talking Tom cat, except she clicked some link and now hard core pornography was showing on their tablet. I don’t want my games doing that, exposing kids to things they shouldn’t be. This also fits my model of 99c buys you everything. I am looking at a free model with ads too, and in that I might even include in app purchases as well, but if you buy my game outright, you have it all and no ads. I think that’s fair. I’m still busy with the ads though, so my Clappy Bird clone, if accepted will be 99c [US].

So lets see how this turns out. For the first time ever, my blog is up to date with where I am. That took some doing but hopefully I can keep it more up to date now and post more frequent “smaller” updates.

If you play it, it must show

Welcome back. Get yourself a cup of coffee to accompany you through my video journey. I had coffee at every step so it makes sense that you have one too, don’t you think?

I had a bit of trouble with my intro video, my logo and just a general  dislike of being disorganized or feeling like I’ve hacked at something. Apart from the issue where all my graphics are drawn pixel by pixel, I had another problem. I wanted to be able to use graphical overlays and background motion video and so on.

If you will, imagine the clouds moving by in the background while the “Start Game” button is showing.

There is no way to play video in all the lovely ways you would expect in Monogame without running into cross platform issues. I’m not referring to playing a movie and sitting back to watch it, that’s easy. I want picture in picture, I want multiple video’s to overlay each other, speed up and slow down at my command, that sort of thing.

Suffice to say that each mobile platform has some way to play a video and each way comes with pro’s and cons. For iOS for example, it means downloading third party projects and figuring out what they did or integrate their libraries and then hope and pray you don’t have sloppy stitch-together problems when you want to do the same for Android.

I don’t like this idea, it feels awkwardly hacked together and makes me feel like I’m losing my touch. I’m a programmer, not a Lego builder, even though I love Lego. After lots of prodding and pondering I decided to do it myself, in a way that exactly the same thing works on all the platforms I am currently testing on, so Windows, iOS and Android then.

Using some magic, with a few tear drops, a feather from a bird-that-became-cat-prey, a stare from my wife and one bucket load of elbow grease, I made my own video format. I call it “the vid”.  The format is pretty cool yet simple. I spent some time on “tooling” so now I can convert any other video format to “the vid”. So that means I can take an MP4 or an MKV or AVI and I can turn it into a vid that will work on Windows, iOS and Android. I can also re-size the video in the process, making it bigger or smaller and reduce quality if I need to.

It is worth saying that I am only talking video here, I don’t care about audio since I’m not making movies, I make games. My “vid” format allows me to do all the programmer thingies that I want to do, such as triggering an event when something is on screen or me being able to specify exactly where on the screen the video should display, the frame rate and so on. They also support alpha channel transparency so I can overlay them with ease.

The files are nice and small-ish (for video) so I should be able to make it all work within the size constraints that allows users to download over 3G instead of WiFi.

Lastly,  I can buffer my video straight from the disk, so I don’t have to load the entire video into memory in one go. This is important as on the lower-end of the scale devices have less memory. Talking about memory, playing the video doesn’t mess up my memory usage either. I keep it pretty steady with no leakage that, err, I can detect at this point. I’ll investigate further on that.

In all, this was fun. Maybe I explained this well enough that it’s not too technical, I hope you could follow. I could show you a video but that’s not really the point. A video is a video, it’s how I made it that is interesting, right?

Mind the gap

If you recall, I received a mail from a Xamarin “Customer Success Engineer” and he asked me if I needed any help, among other things. In my reply to him I explained my obstacles in releasing and I asked if he was aware of any other indie’s who had similar limitations based on locale. His reply stumped me, not because he answered any of my questions, in fact he answered none of them. His reply stumped me because he offered me a better deal on Xamarin than the one advertised on their website.

So, as I said in the beginning, I’m not over thinking anything and I’m just going where the road takes me. He probably could have answered my questions but where would the challenge be if you had all the answers to begin with, right? As far as the road and the journey took me, cash in hand was my biggest concern with what I’m doing and here he was offering to lower that burden just enough for me to actually do it.

Behind every man

I went backwards and forwards considering it and eventually my wife convinced me to take a chance, to practise what I preach so to speak. She assured me that we’d be fine and that there’s no reason why I can’t be as successful as I want to be.

I took the bait, on good faith mind you. Good faith that I would be able to port my game idea to iOS, it would run and I could sell it. I purchased Xamarin for Business. Yes, stop rolling your eyes at me young reader. I told you before, play to your strengths. Michael Jordan was a far better basketball player than a baseball player! My strengths are fairly tightly coupled to the Windows Operating system. What’s more, I work for a blue chip during my work hours and I use Windows there so it would flow more naturally if I go home and continue to use Windows.

Not only did my wife support me to buy Xamarin, she understood that I needed a Mac. Now any guy would feel his heart skip a beat at this point. Most of the time statements like “boys will be boys” and “boys and their toys” are thrown around like it is more common than the common cold. I’m lucky that my wife doesn’t do that. Not only that, but here she was encouraging me to get a Mac, so that it can stand there and look pretty and be my build server.

I’m on a spending spree

I made a few phone calls and finally settled on a price. I was as apprehensive as can be, but I did it. I bought a 13″ MacBook Pro with Retina display. The small one, not the big one. I figured that when I could afford it I could throw parallels on there and I could do Windows development like it should be done, on a Mac 🙂

I wanted to throw the Mac keyboard away. It was frustrating typing without a dedicated home, end, page up, page down or delete button. Over time though, I started getting used to it but for the most part, my Mac was a shiny little build server in the corner of my office. Pretty to look at and a gateway to iOS.

I haven’t mentioned registering as an Apple developer, because it was the easiest part of all. Since I was one in 2007, all I had to do was renew.

And we’re off…

That’s right folks. I was working on the final product. I could code it on Windows, build it on my Mac and test it on my iPhone or iPad. Things were going great. I had an occasional hiccup, but it was mostly due to integration between the PC and the Mac and followed a logical pattern, so it was easy to work around once I understood it.

But what about Android?

I had a little niggle at the back of my head and it was called Android. Xamarin offered me the same deal on iOS and Android. What if I could release on Android too? So I waited a while, thinking about it. Mulling it over properly. When a friend of mine registered on the Windows app store and Amazon to test if the same limitations applied, I made my decision.

Thanks to John I now knew I could sell through Amazon’s App store as well as the Windows App store. Before my window of opportunity elapsed I needed to buy Xamarin business for Android too. Make no mistake, the offer had an end-of-life so I had to make up my mind quickly.

So, in the same month I went from not being able to afford to go on holiday, to buying an Mac, Registering as an Apple developer and buying both Xamarin’s iOS and Android editions. I also bought a few supporting utilities and a bunch of sounds. This was getting really expensive really quickly.

My bank loved me. So much so that I’m filling in loan forms as we speak, but that’s a different story and one for another day. Hold thumbs though, will you?

This was EPIC

This was not the end of my discovery or redefinition of what I do. It was merely the beginning. I started off with a set of walls surrounding me, cutting me off from doing what I thought I could do and I’ve surpassed them. Sure, I’ve not released a single game or made a dollar but at least I could release one. Someone might just buy it and like it. Who knows. I am under no illusions that this might very well be a one way street in which I’m to gain very little, but there’s no rule that defines it to be so. This is life my friends, we’re all along for the ride.

Where am I now?

Well, I’m glad you asked. The last few weeks have been very, VERY long. I’ve hardly slept, I’ve hardly done anything but work. This isn’t totally abnormal for me, but I did more than the usual. I can assure you that having a full time, demanding job and then creating something like Zombie Apocalypse at night is no easy feat. I had to cut myself off from most of my friends and skip out on many fun times simply because I had to work after hours, every hour. Every weekend, every minute. If you are considering doing this and are not willing to part with your social life, head my warning: DON’T DO IT.

But I did it for myself and obviously, I did it for you, the gamer.

During this time I’ve learned that the most difficult thing for me was the graphics. I drew almost 2,500 sprites in Microsoft Paint, pixel by pixel. Yes, you read that, I drew it all in paint. Remember, I’m not an artist, I’m a programmer. I could easily have done it some other way, but how would I have made sure that all my graphics seem to “fit” together. That the colour schemes are the same, that the tile sizes work etc etc? In the end, I found it easier to just draw it all from scratch. It paid off I think, the cartoon-like look I went for is kind of fun and quirky.

If I can one day afford to hire a graphic artist I will. This meant that I had to spend a substantial amount of time drawing graphics. Time that could have been much better served writing code, expanding the game concepts or well, just making it more fun.

I made a purposeful and active decision not to do everything that I have planned. I have a wall filled with sticky’s and ideas that could make the game lots and lots more fun, but at this rate I need to get it into your hands so that YOU can tell me what you want and what you think. If you don’t like it, then I’ll move on to the next idea. If you like it, I’ll keep refining it. To me, this is the minimum viable product. I would love to give you more in the first go, but that’s not possible right now. Anything I do rolls into another idea and another idea. To implement these ideas I need time, support and money. I have none of those. So bear with me, this is our journey as much as it is mine.

I mentioned that I purchased some sounds for the game. Initially I used sounds that were in the creative commons domain and I have to say, there were some good quality sounds that I replaced by ones that I now own the rights to use. I still don’t know what I’m going to do about game music.

The game, well it’s almost done. Last night I added a sword and grenades so that you could have a little more options when you kill those pesky Zombies! I have a large town map and you can enter into any building you like. Buildings are a safe zone, where Zombie’s won’t go. This gives you a chance to recover your health and to change gear. Also, you can stand on the roof of certain buildings and throw grenades on the zombies below.

Watch this space, I’ll be submitting to Apple VERY soon.

In game samples while testing various weapons

In game samples while testing various weapons

Here be dragons

I am a creature of habit. Sometimes I resist change simply because of that and other times I change simply because I know I resist change. On top of that, I’m a purist, so I like getting my hands dirty and being in control. To me, this meant monogame made perfect sense, as I could build my own engine to do whatever I wanted in the way that I wanted. This strategy had served me well in my professional career so I had no reason to think it would fail this time. As I said, I’m a creature of habit.

Sure, my judgement might have been clouded and I didn’t quite spend as much time looking at other frameworks as I did monogame. It also has to be said that at this point I had already converted my ‘Battle City’ to XNA and the idea of just porting that to monogame to run it on a device just made sense. But how?

Xbox Screenshot

My ‘Battle City’ clone in action on the Xbox

Follow the breadcrumbs

Luckily they make it quite clear on the monogame website, you need Xamarin. So I promptly followed the trail of cookies that so far had led me to game development, Xbox gaming and I was on the Xamarin site, downloading their 30 day trial.

This solution, this one thing that meant I could now change my game in such a way that it could work on iOS and Android presented me with a problem. I don’t have an Android  device. This should be ok, because I have an iPad and a few iPhones that are collecting dust from years past. The irritating thing though, I had to pay to be an Apple developer and I’m not even sure I can do this.

Remember when I said I couldn’t go away on holiday because I can’t afford it, well, that’s true for paying to become an Apple developer too. I don’t have money to throw around and if I spend the money I need to be sure I have at least some chance of generating some form of revenue.

Ok, let’s move back a little, I mean, it’s $99 we’re talking about. Living in South Africa is a curse when you have to spend dollars, but it’s a blessing when you get them. That’s because of the Rand/Dollar exchange rate, which as I type is 0.098/1. So, every dollar is worth R9,80. So, $99 is a lot of money in Rands.

So I settled on Android, which I could do for free provided I could find a device to test with. Luckily for me, it just so happened that my mother had a Galaxy Tab which I could borrow for a few days.

Sailing the seven seas

At the time the mere mention of creating a game was a complete stretch for me as I wasn’t sure if I was comfortable telling anyone about it. You might be thinking I’m ashamed, but that wasn’t it. I was motivating myself and having fun but at the same time nobody would think I was doing something that mattered. I’d be ridiculed and told to do other things or spend my time better. Just this morning a colleague asked my why I’m writing a game, wasting the fact that I’m probably the best networking programmer in the country and here I am writing a game that’s not even networked! I pushed on, nonetheless and borrowed the Galaxy Tab. Ping back to Sean right here, you’re a rockstar man.

I felt completely outside of my comfort zone. This was uncharted territory for me. I was expecting to see signs of “here be dragons” all around me. I was borrowing a device, to write software for something I couldn’t afford to buy, so that I could release it on a platform I couldn’t test for.


My ‘control‘, if I could call it that, was to go back to something I knew. I knew, that if I got it working on the Android device, that I couldn’t sell my ‘Battle City’ clone. So I needed to do something different. I substituted the tank with a guy somewhat resembling Robert Trujillo from Metallica. I didn’t plan on this, but my limited graphics skills meant that was the best I could do. It was only by pure luck that I went ‘hey, that looks like Robert!’. My ‘Battle City’ clone went to what can at best be described as Pack-A-Gun. Imagine a pacman type clone where you ran around on the screen wielding a gun, shooting bad guys who are coming at you from all angles and shooting back.

This was incredibly fun on the Xbox and I slowly started drawing graphics, things like tables, chairs and pool tables. Before I knew it, I had something that resembled an office and the game looked a little better. But it lacked purpose. This was good enough to test with though. I mentioned that it was fun on the Xbox but it’s worth mentioning twice because it really was fun. But it was mindless and without purpose of any kind. Would that ever be good enough to sell a game? I didn’t think so…


He resembles Robert a bit, doesn’t he?

Curiosity killed the cat

Getting the game to run on Android was the easy part, getting the sound to work properly was an irritating mission. Eventually I just disabled the sound but the point here is I could get it working on the Android if I spent enough time on it. Don’t get me wrong, getting the audio to play is not that hard, but to control the audio and play certain things at exactly the moment you want, is a headache.

So my curiosity got the better of me. I got ahead of myself, I went to Google and started looking at what I needed to do, what process I needed to start if I wanted to release the game on the Google Play store. I wasn’t prepared for what followed. Remember my story about the Xbox and the hoops I had to jump through to get the game running on it? Remember I mentioned that as a South African I can’t take part in the Microsoft Indie Developer Programme? Guess what, I can’t sell my game on the Google Play store either.

Go to Google and search for disappointment. I’m sure by now they have added my portrait next to the word in the urban dictionaries. If not, insert whatever words of disappointment you’d like here. I could release my game, but Google didn’t have a way of paying me if I wanted to sell it.

So why sell it then? What happened to seeing where the road takes you? It’s simple, I need to buy licenses and software to make this happen. Software I can’t afford to buy as it seems I can’t afford to live these days. What’s more, I spend so much time working that unless I can generate some kind of revenue from it, it would make more sense for me to sit back, relax and just do something else. Also watch series and movies, which believe it or not I don’t do, I work. Insert any funny remark about making games and expecting to make some kind of revenue here. I get it. Odds are against me, let’s move on though.

Be the change you want to see

So this is just frustrating. We keep hearing that the old era is gone and South Africa is this changed beast, yet sometimes it still feels like we live in isolation. We’ve had the iPhone since 2007, we still can’t [legally] download games in South Africa. Jung would call us insane for expecting something different I suppose.

So let me re-iterate:

  • I can’t be a Microsoft Indie Developer because South African’s are not allowed at all
  • I can be a Google Android Indie Developer provided that my game is free
  • I can register on Apple and sell on the iOS App Store but nobody I know can buy it because no games allowed in South Africa

So those were the issues I could do nothing about. iOS was the de facto option. Thank you universe, message received loud and clear. If only that was it, but there was one more problem, I didn’t have a Mac, not even an old one. So here’s how it works, you install Xamarin on your PC (on which I plan on working) and you also install it on your Mac. Whenever you want to compile your code for iOS, the PC sends it to the Mac and the Mac has to do the work. You can’t develop for the iPhone or iPad unless you have a Mac. I didn’t want to work on the mac alone for the same reasons I dropped Objective-C and XCode in 2007, I want to play to my strengths, which happens to be Windows and C#. Sure I can work in C++ or Objective-C, but then it would take me much longer to do what I already know how to do in C#.

Crunching some numbers

So here’s how I saw it playing out financially:

  • Registered Apple Developer costs $99 anually
  • Xamarin for iOS (with Visual Studio supported) costs $999 anually
  • Graphics & Sound $???? for every game I make
  • Mac of some kind $1000+ which is probably a once off every few years

This just felt wrong. All of it. I couldn’t afford a small break away for a weekend and I was moaning at having to pay $99 I didn’t have to register as an iOS developer, yet here a few days later my only option was to spend at least $2000 just to get going! Now that’s a lot of money even before you apply the Rand/Dollar exchange rate. On top of that, I couldn’t afford a graphic artist or sound engineer so I’m going to have to pull a rabbit out of the hat.

On top of this, I can’t test on my iPhone or iPad unless I fork out all of that money.

The restaurant at the edge of my universe

Now I know what you’re thinking, there’s no such thing as a free lunch. But just think about it, if I sell my game for $1 I’m sure there’d be people moaning. Even some people I know would scrutinize me for charging anything, as software should be free and open. But even if I wanted to give it away for free, I’d still end up paying all these license fees annually, so I’m paying lots of money that I don’t have for you to play my games that I make myself, without the help of a sound or graphic artists. What’s more, I can’t really share what I do with my local community because they’re not allowed to buy it!

So why do it at all? I can’t remember how far into my 30 day Xamarin trial I was at this point, but I received a mail from a “Customer Success Engineer” at Xamarin. He was enquiring about my Xamarin trial and asked if I needed any support.

I didn’t want to reply straight away. In fact, I wasn’t sure if I wanted to reply at all. The one thing I couldn’t ignore was that the path had lead me here and there was an open end to it, if I didn’t reply I’d never know what if.

Enter the Zombie

I had a long hard look at what I was doing and after chatting with my brother-in-law and my wife, randomly decided to substitute the “bad guys” with “Zombies”. The point of the game was to have fun shooting and what’s more neutral to shoot at than zombies? I decided that if I could get the game working, with some kind of graphics, with multiple levels, on the Galaxy tab, I would reply to the mail and include screenshots.

I had no idea what that would mean, but I would do it. My leave was almost over too, so I had to do it quickly. I wasn’t sure what I was expecting, but eventually I had a working version and I replied and also included a few screenshots…

The town. The mailbox is the entry point into a building


The view once you enter a house