Game Development Community

iPhone OS 3.0

by Ronald Ian Bantayan · in iTorque 2D · 03/16/2009 (4:01 pm) · 33 replies

Well, it's coming tomorrow. Rumors have it that Apple is finally giving us copy & paste, and other new features/bug fixes.
In development terms, are we expecting any big changes with how iTGB works with the iPhone 3.0 SDK?
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#1
03/16/2009 (6:42 pm)
I haven't heard a word about 3.00 at all :)
#2
03/16/2009 (6:55 pm)
Well, we'll know soon enough :D
#3
03/16/2009 (7:07 pm)
As soon as it drops I will install it and make sure iTGB 1.2 works with it.
#4
03/17/2009 (12:20 am)
I'll do the same, and I'll complain on IRC to you GG employees if it doesn't ;)

The big thing for me isn't copy, cut & paste, but the new launcher with categories. Hoo boy, do I need it. I can cover several walls with AppStore receipts.
#5
03/17/2009 (2:16 pm)
"Rumbling. Games—or any other application—will also be able to rumble, like your console joystick"

My interest is piqued.
#6
03/17/2009 (2:18 pm)
Dear lord. The Apple iPhone developer site has crashed hardcore. Gonna be a while before I can get my hands on this.
#7
03/17/2009 (3:04 pm)
2.5 hours @ 305 KB/sec. Oh joy.
And it looks like developer.apple.com got a minor redesign.
#8
03/17/2009 (7:08 pm)
Uh oh .. . I'm getting build errors for alpha builds that ran perfectly on 2.2.1!
#9
03/17/2009 (7:28 pm)
hmm I downloaded it at 2.5MB/s

thanks to 12 cons from speed downloader
#10
03/17/2009 (7:42 pm)
will iTGB implement any of the new features is what i want to know...

handling bluetooth connectivity, subscription service management through itunes etc
#11
03/17/2009 (8:04 pm)
I must say, cut/copy/paste and the search functions are REALLY well-implemented!
#12
03/17/2009 (11:57 pm)
@Eaymon - iTGB 1.2 will not use the new features, but I will test it against the 3.0 SDK just to make sure it is compatible.

I'm really excited about the 3.0 features, myself. A year ago I never thought I'd be developing on a Mac, making games for a mobile platform. I have been sucked into this strange world, and can't get enough. When it comes to iTorque, I'm in for the long haul =)
#13
03/18/2009 (2:06 am)
Exciting, very very exciting news for us developers. What I'm most especially excited about are microtransactions. I'm currently working on a platformer, and I can give away the main game and the first level for free, and charge per-level, rather than submitting multiple builds that contain different levels. That would be an interesting business model, I think.
#14
03/18/2009 (8:29 am)
I decided to not install 3.0. Looks like it messes up for 2.x development, which I am doing for reals :)

I noticed the DLC bit, too, and thought it was a great way to avoid piracy. Then somebody claimed it isn't possible with free titles. What on earth would possess Apple to put a lame restriction like that in?

Then there's the stuff we can't talk about because of the NDA, but it all looks good.
#15
03/18/2009 (9:26 am)
I'm very interested in the micro transaction support. This opens up whole new fields of revenue. 99cents for a 1 level game with each additional level being 99cents etc makes for a better model than developing 10 levels and charging $9.99 for the game right off the bat.
#16
03/18/2009 (10:05 am)
@Bret, exactly. I can envision giving away a racing game for free, but charging 25 cents for each additional car, a dollar for a track pack, etc... I'm super-excited to think about how that might work.
#17
03/18/2009 (11:07 am)
Another thing is that you now can do expansions properly. Puzzle Quest could be re-engineered to plug it all into one app, and you'll have the same character throughout.

There's also a major bugfix for a promised feature with regards to saving data :)
#18
03/18/2009 (12:24 pm)
@Chris: You can't charge for additional content for a game that was sold for free. So you'll have to at least sell the initial game for a token amount.
#19
03/18/2009 (12:43 pm)
everyone is going on about this... but as micheal said... they wont be implementing the features for some time.

Thus, this business model *might* not be usable through iTGB for a long time. My game would benefit greatly from it, subscription charges to be part of the community for sharing levels, creating them and downloading new objects.

The issue i see with this is that the communities would become more diverse and harder to tap into and on who is to say users will accept this business model?

anyone have some hands on experience?
#20
03/18/2009 (12:47 pm)
@Eaymon - We do have to discuss how it would impact iTGB, but I'm mostly focused on compatibility and exposing those features in an intuitive manner.

The full roll for 3.0 out is still a ways off, which gives us enough time to really stick it to the SDK.
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