To Launch An App — In-Game Tutorial


This post is part of a series of updates leading up to the launch of Double Dynamo for iOS.


Last Thursday I presented a timeline of how I got to this point in the development of Double Dynamo. I also mentioned I’d be working on an in-game tutorial for new players that would be done “some time Tuesday or Wednesday”. So how did I stack up? Continue reading To Launch An App — In-Game Tutorial

To Launch An App — The Story So Far


This post is part of a series of updates leading up to the launch of Double Dynamo for iOS.


Let’s start off the series with a quick summary of how the project got to this point. (Since there’s a lot to catch up on this will probably be the longest TLAA update ever.) The seeds of Double Dynamo are years old, but the real story starts at the beginning of this year: Continue reading To Launch An App — The Story So Far

To Launch An App — Intro


Index of TLAA Updates


As Double Dynamo gets closer to launch, the question people ask me most often is, how am I planning to get the word out there? Three months ago I had no idea, but I’ve done some research and I have a strategy:

  • Build the best, most compelling product possible, given the resources available
  • Build relationships with others in the industry
  • Communicate progress and keep fans in the loop leading up to launch

It’s easy to forget that the development process can appear opaque from the outside. This is why I’m announcing a new series of updates: To Launch an App: a Dev Log. Each update will be brief and will cover what I accomplished over the last week (or few days) and what I plan to work on over the next week, plus lessons learned. This process will also help to keep me organized, keep me honest, and provide a record that I and other devs can look back on for insight and direction.

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The Creative Process, Double Dynamo Style


My creative process seems to fall into two general categories of activity. The first happens so quickly that it hardly deserves to be called a process: the image just pops into my head fully formed. Making the image a reality takes time and some details may change along the way, but I am never in doubt of the goal. Double Dynamo‘s core gameplay (based on dual N-back) is a good example of this first sort of creativity. After four months of work the game itself still plays nearly identically to my 2-week prototype.

On the other hand, I find myself immersed in the second sort of activity when I am not at all certain what the final result will look like. Sometimes I’m not ever sure what problem I’m trying to solve, if any. This process remains mostly inexplicable, but as far as I can tell it amounts to a willingness to rabbit-hole – Continue reading The Creative Process, Double Dynamo Style