Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
May 22, 2012
 
Dealing with Android's fragmented market
 
How Epic Games' week-long game jam gave birth to Infinity Blade: Dungeons [2]
 
38 Studios' ongoing financial issues lead to staff layoffs
spacer
Latest Features
spacer View All spacer
 
May 22, 2012
 
arrow Kratos' Boss: The Studio Head of Sony Santa Monica Speaks [2]
 
arrow A Personal Journey: Jenova Chen's Goals for Games [21]
 
arrow Predicting Churn: Data-Mining Your Game [12]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
May 22, 2012
 
'Unlocks' and the Gamification of Gaming [2]
 
Epic/Silicon Knights - tidbits from the (messy) lawsuit [2]
 
Pleasure without learning leads to addiction [16]
 
Gen4: The Hard Sell All Around [22]
 
A Grim Reminder: An analysis of Legend of Grimrock [10]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 22, 2012
 
Edventure More
Video Game Instructor- Summer Camp
 
Harmonix Music Systems
Executive Producer
 
NetherRealm Studios
Senior Artist/Animator - NetherRealm Studios
 
NetherRealm Studios
Senior Software Engineer, Network - WB Games...
 
NetherRealm Studios
Senior Software Engineer
 
NetherRealm Studios
Senior Designer - WB Games/NetherRealm Studios -...
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 22, 2012
 
Barbily Games Implements
Improved Customer
Service...
 
Press release for Flip
Tag Madrid
 
GameShampoo.com to Appear
in Baycon 2012,
Present...
 
Mind of Man: Sentiment
Analysis is the Future
of...
 
Void Rim - Indie game off
to a great start
spacer
About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Ticket to Ride Pocket devs on the perils of switching tools during development Exclusive
by Staff [Smartphone/Tablet, Exclusive, Programming, Production]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
February 22, 2012
 
 Ticket to Ride Pocket  devs on the perils of switching tools during development

In Gamasutra's latest postmortem, Days of Wonder's CTO and lead developer explain how switching to new versions of tools can wreak havoc with schedules.

"We used Xcode 3.2 to release all prior versions of Ticket to Ride for iPad. We jumped on to Xcode 4 for an intermediate version [of the ind-development iPhone version] as soon as Apple officially released it," Days of Wonder's Yann Corno and Gerald Guyomard write.

"It turned out to be slow and unstable -- all of which contributed to make it a painful experience. Xcode 4 is promising and, no doubt, things will improve. We just switched too early and paid the price."

So the conclusion is simple, right? "Lesson learned: do not switch to a brand new tool in mid-development, especially when your schedule is tight," they write.

But maybe it's not that simple after all...

"Unfortunately, you don't always have much choice when dealing with iOS development. Everybody agrees that you need to keep you development tools up-to-date, but the question is: when?"

"When Apple announces that it is the official version? You run the risk of stumbling on new bugs because the tools were never really used in real conditions."

"Between two projects, when you have some peace? Surely, but how often does this happen? Short development cycles reduce the opportunities for 'peaceful' breaks."

"Only after collecting some feed-back from other (early-adopter) developers?"

"When Apple stops supporting the old version? But then you are always late learning and using the new features of the OS."

It's not that simple, the pair write. "The behavior of some iOS APIs sometimes change significantly and in an undocumented manner from one version to another. Until now, Apple's 'look forward' approach has worked, but the risk of poor backward compatibility and device fragmentation may eventually crop up as new generations of iOS devices keep coming to market."

The full postmortem, which details how the team adapted the game -- successfully -- for the iPhone, following up on a popular iPad version (and, of course, the original board game) is live now on Gamasutra.
 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.