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Yuckfu Dev Diary #1

More than 4 years ago I released my first and (to this date) only game – Yuckfu – to the public. The game’s concept and controls are ridiculously simple and can be grasped in a matter of seconds, but it takes hours to become good at it. The graphic sucks and there’s no audio at all – the gameplay however still feels as fresh as is felt years ago. It still is fun to play despite of all it’s shortcomings.

Why am I telling you this? Well, I have been playing with the idea to redo this game for the iPhone for quite some time now. The iPhone’s capabilities and input methods seem like a perfect fit for it. And with the App Store I might even make a buck with this.

A few days ago I finally downloaded the SDK and tried to get familiar with it. Now that I’m 79€ poorer and actually able to test my desired input method for this game (the iPhone’s accelerometer), I can safely say that it will be a lot of fun – not only to play, but also to develop!

I’m not planning to simply port the crappy graphics over to the iPhone, but to rewrite and re-design the whole game – and to kick myself in the ass a bit while I do so, I decided to blog about the process. Sadly, because of certain circumstances, I’m not able to talk about the iPhone’s SDK too much, so I will try to focus on design and general programming aspects instead.

Since I’m new to Objective-C and OSX programming this will be quite an “interesting” journey. I hope you join me!

Friday, July 25th 2008
— Dominic Szablewski, @phoboslab