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18
Dec
08

Developer Diary 4: Screenshot Day


Hello and welcome to this fourth Equilibrio Game Dev Diary, Screenshot Day!

If you missed the old diaries I made in the past weeks, you can find them here.

Today is screenshot day and we are proud to announce that we have nearly finished Equilibrio, our gyrating, mind flowing puzzle game. I can now say that we’re in the last phase of the game’s production. We’re polishing text and levels, and improving the overall framerate and pacing of the game. We also pushed a version of the game to the IGF. I hope the judges will enjoy it.

With Equilibrio at this stage of progress, it is time for us to take into consideration the lot checks and requirements from Apple (if it’s not done yet).

For the moment Apple doesn’t have too many lot checks or requirements for games coming to the App Store. There are a few exceptions on music and logos usage but nothing similar to what consoles manufacturers are doing. On our side we tried to provide a quality game that’s free of bugs, and we translated the game in 6 languages.

Translation seems like a small thing but it has to be taken into account when releasing a worldwide title. As the market on the iPhone and iPod Touch will grow, users will become more exacting, making standards rise.

This will eventually become what will make the difference between a good and a great game on the platform (on top of good gameplay and graphics of course). If independent developers don’t take that seriously, it will be also the big difference between games developed by monster studios which are used to such procedures and tiny little developers who are still doing games in their garage.

Equilibrio Screenshot

To comment a little bit this first screenshot, you see that the game features pipes, like a snowboard or a skateboard game. Equilibrio’s various levels sometimes require your mind or your patience to solve puzzles, but it also requires a heavy use of what I call “flow” — taking advantage of speed in pipes, tilting the world to optimize gravity, and using a little bit of dexterity to fly your ball in the air and then smoothly land right behind one of the numerous deadly traps present in the levels.

See you in two weeks. I’ll try to give some highlights on the Apple submission procedure.


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