Now its been evident, since the launch of Apple’s iPhone, hackers have laid their dirty little hands of hacking it and make it work as they want. No doubt some really intelligent hackers must have been into creating some interactive stuff for making iPhone much more better than it is now. Finally, a developer has created a puzzle game for iPhone and iPod Touch which will soon be released. Be the first one to get the demo as soon as it launches. Join here.
So how it works? Simple, the puzzle contains triangles of different colors which are to be moved to create a common color combination. Using the touchscreen the triangles can be moved. Making the game more interesting, the triangles can be turned by titling the iPhone in the needed direction.GameSetWatch interviewed the developer.
Some excerpts of the interview:
What’s your background in the game biz as hobbyist or professional?
I have dabbled occassionaly in the professional game industry, but I do enterprise development for my day job (I write ATM software for a large bank). My largest contribution to the gaming scene was as a ROM hacker & translator (Japanese to English).
My group was called “Demiforce”, which I incorporated two years ago and is now the name I market my product under. We translated mainly NES and SNES games to English, including Final Fantasy II (NES) and Radical Dreamers (SNES). Additionally I worked on some Gameboy Color games back in the 90s, most notably a puzzle game called “Drymouth”, but unfortunately it didn’t go anywhere.
What APIs did you take advantage of to make this game, or is it fairly ‘hacked’?
The game is a native iPhone app (not a web app), and the current version requires a jailbroken iPhone to work. However, as soon as the official iPhone SDK comes out next month, I plan on porting it over to that framework. I would love to get this thing on iTunes as early as possible, hence the current media push — I need to see if anyone out there can help me get this thing shown to Apple!
How did you come up with the concept of using tilting as a gameplay mechanic in the puzzle game?
All I knew when I set out to make an iPhone game was that I wanted to make full use of the iPhone, to deliver a game experience that could never have been done until now. With its combination of multitouch and tilt, the iPhone can deliver a fundamentally different kind of game than the world has ever seen before and I think people are slowly coming to realize this.
I started by making an Excel spreadsheet, listing all the different kinds of game input methods available, such as directional, directional + buttons, directional + buttons + mouse, and mouse only. Then, I listed the natural endpoints of evolution for games for each control mechanism.
For example, Tetris I feel is a natural endpoint of directional-only gaming because it uses the keyboard’s functionality efficiently and to its fullest extent. The 2D sidescroller is a natural endpoint of directional + button gameplay, adding the concept of multitasking to the mix. FPSs are natural endpoints of keyboard and mouse gaming, and games like minesweeper and solitaire are natural endpoints for mouse-only gameplay.
I then added ‘Multitouch’, ‘Multitouch + Tilt’ entries to this list. I tried to think out of the box, thinking of what natural kind of game could be most at home using these types of control. I went through many many permutations of designs. In the end, I came up with an idea that doesn’t use multitouch, but does make use of use tilt. I was originally worried about this, but I finally relaxed a bit when I saw how simply the game was coming together.
How long did it take to make?
The idea for Trism was realized on Feb 8th, and I started coding that day in hopes of getting it shown off at GDC. I managed to get a working prototype up by the 18th, the say GDC started. From idea to prototype in 10 days — a personal best! Especially since it was my first piece of software for an Apple platform. I’m a C++ and .NET guy by trade, so learning Objective-C was a bit of a challenge, but not too bad.
I was exhausted! One night I think I slept from 5am till 8am, then I went in to work. Plus that whole week was IBR — a big party week here in San Francisco. So, I was doing binges of coding, binges of drinking, binges of coding, binges of drinking… 🙂
What are your plans for this game?
My primary goal with designing games has always been to get as many people to play it as possible. If you can make people happy with a unique creation, that’s like the best feeling on earth, you know?
From a business angle I’m looking to get this thing noticed by Apple so that I can get it out to the masses on iTunes. They haven’t released information on how little guys like me are going to be able to make that happen, so I decided to leverage the media to get noticed. Being a little guy, I’m aware some big company may come along and say ‘hey, that’s a great game, let’s take it and make it our own’ so I’m really looking to move this thing as fast as possible.
Seems the developer is pretty much confident about the game he is going to release. We just want to wait and watch what Apple does now.
Watch the game video here.