Okay, so I'm a bit of a closet Apple fanboy. I have a Windows machine because I love my PC games, but when you really boil it down I prefer to use a Mac - my homebuilt PC is actually dual-booting XP and the iATKOS hack of Leopard. While most of my self-taught game projects are hastily slapped together in Game Maker 7
(yeah, laugh it up, you bastards), I spend a lot of time screwing around with the Mac-only game engine Unity 3D
. It's surprisingly robust for such a straightforward toolset, and the tutorials made it easy for me to get a handle on scripting languages (code-retarded
as I am).
On a seemingly-unrelated-yet-parallel note, I never really cared that much about the iPhone. It's cool, sure, if a bit overpriced. Its existence certainly doesn't push me to the paroxysms of rage you might expect from a more discerning geek, but I never found that much to get excited about. It didn't really engage
Well, until I saw this
- skip ahead to 01:00:00).
Now, I'm not a rabid fan of Super Monkey Ball
. But seeing a game like that - a dead ringer for a PSP title - running on a mobile device built around digital distribution was like looking into the face of GOD
. They built the damn thing in two weeks and it ran at 30FPS. Halle-motherfuckin'-lujah.
So, now that Apple has released their for-realz iPhone SDK
, it's only a matter of time before the Unity
player gets a mobile port. Until today, I would've killed
for the chance to make a PSP title that wasn't guaranteed to net a loss, but now it looks like I can pull off a similar feat by myself
for less than a grand...
indie license: $250
iPhone developer registration: $99 (!)
Models and Animations
Music and Sound Effects
...and distribute the result on iTunes. EPIC WIN, says I.
What about the rest of you? Did this announcement change the way you look at the iPhone? read