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Sep 032012
 

It hit me the other day… I’ve been programming for close to 35 years. That’s a long time.  That’s a long time to be doing anything as a matter of fact. During that time, there has been so many changes, so many platforms, so many tools, methodologies… It’s a constant learning experience that keeps it fun and interesting.

I spent only about 5 years programming “professionally”.  I developed database and robotics software for a laboratory division within a large insurance company.  Cool stuff, but the nine-to-five, day-in, day-out grind got old fast.

The other 30 years were stuff I wanted to do for platforms I wanted to develop for. I never put out that “killer app” that would throw me into fame and fortune, but I am hopeful that can still happen (in other words… I still have a day job).  I’ve had some moments of success and appreciation when you find out that something you created is being used by others.

Songanizer for DOS

Songanizer for DOS

There is also some stuff that never made it to market, either because I didn’t think it was good enough or because someone else thought it wasn’t good enough.

Here’s a quick look back at some of the stuff that failed to make a market impact for one reason or another, but helped shape me as a developer.

Way back in the late 1970s I developed an educational game for the Atari 8 bit line of computers. That app was rejected by the Atari Program Exchange… twice! Looking back at it now, it was an awful program, but at the time I could not understand the rejection.

In 1992 I developed “Songanizer”, a music database. First released for DOS during a time when people were moving to Windows, it didn’t do so well.  Great timing on my part, but the Windows version is largely forgotten as well.  For the few that actually bought it, it was greatly appreciated… a large data store, fast access.  I actually received an email a while back from someone still using it… 20 years later.  Pretty cool.

I also spent a few years developing applications supporting a popular BBS software package until this thing called “the internet” took off and BBSs died.  Once again, timing is everything, but a great experience.

Candlelight Favorites Inspector

Candlelight Favorites Inspector

My most “popular” app, “Favorites Inspector”, was released in 2002. I spent 10 years supporting and updating it. A modicum of success, a small blurb appeared in PC Magazine, and the next couple of months, sales were great. Unfortunately, fame was short-lived, but this was an app I was proud of, and was constantly pushing the limits of Visual Basic 6 to enhance the product.

In 2008 I spent an entire year learning game programming for Windows using XNA and C#.  The result was “Diamond Mine Mixup”which is very similar to my current title “Spell Them Out” currently on mobile platforms. The app was rejected by a known distributor (that shall remain nameless). Totally discouraged that I spent a year on this, and seeing little potential of it making it in the market, it sits on my hard drive and was never released.  A screenshot of Diamond Mine, you ask?  Well, perhaps in another post.

I guess after all of this, I could of just given up and hung up the ‘ol keyboard and compiler.

The point of this post is not to look for pity. Pity doesn’t keep you going year after year.  Rather, it is that in each case, it was a learning experience. In order to succeed, you have to fail.  If it were not for Diamond Mine Mix-up‘s failure to make it to market and all the experience that went along with its development, Spell Them Out would probably not have been released.  Now that Spell Them Out has been released and is slowing churning away in the various app stores (pennies are rolling in!), the lessons learned there will help me make my next release better.

Entry into mobile development is getting easier, and everyone thinks they have the next big money maker. Many find that it’s just as hard as any other endeavor.  For those that feel like it is a losing battle, my only advice is if you love what you are doing, then keep going despite the lack or fame or financial rewards.  Maybe it will come later.  Maybe it won’t, but giving up won’t help.  Count every step of the way as a learning experience for your next project, and if you do, it cannot be considered a failure.

 Posted by at 3:52 pm
Mar 012012
 

Spell Them Out was released to the Android Market on February 26, 2012.  Personally, it was a great sense of accomplishment since I have been trying to get this game out for a while (perhaps the topic of another post).  It wasn’t until I discovered the Corona SDK that this became a reality.  Development time from start to release was under 2 months.

In these past two months, I learned a lot about developing and releasing a game.  I also know there’s a lot to learn going forward.  A few musings:

  1. I discovered Corona some time in June of 2011 when I was starting to develop my game.  At the time, I was using the Android API, and decided to continue down that path since I had some time invested in it.  About 6 months later, I was thinking about a possible iOS release.  I also looked at my Java code and discovered that after 6 months of development, I was nowhere near complete, I remembered Corona and decided to jump in.  I started January 1, 2012, and released to the Market on February 26, 2012.
  2. I was a bit hesitant about learning yet another language, but Lua is something that can be picked up so easily.  After a couple of days, I felt very comfortable with it.
  3. I spent more time than I thought I would getting my graphics to a point where I was satisfied.  I found a few good sites for free images, and the rest I did myself. Since I was not really sure what I wanted or how I needed them created, I was not comfortable hiring someone for this project.  Spell Them Out does not require complicated images, but for future games, I will consider help in this area.  Graphics is not my specialty, but I believe I now know what to ask for and how to ask it.
  4. Marketing.  Wow, lots of work.  More work than coding.  I am sure I am not doing a great job at this, and I would rather code some more, but once your app is released, it would be great if people knew about it.  Definitely a learning experience.

I look forward to releasing Spell Them Out for iOS.  Nook and Kindle versions are in progress of approval as well.  After that, time to start another game!

 Posted by at 10:56 am