This blog documents how I (@jkirsteins) am creating a game for Apple's platforms using only first-party Apple technologies (SpriteKit, GameKit, Swift, etc.)
The motivation for this exercise is:
- to see if using Apple's first-party technologies leads to a better product (or does it just lead to more frustration),
- to plan, build, and finish a game. The whole shebang. From "Initial Commit" to the App Store.
This is an engineering exercise, and not a game design exercise. So the game is going to be heavily (like, very heavily. Like, 99.99%-heavily) inspired by Tricky Towers. I chose this idea because:
- it is great for local co-op. The App Store doesn't have a lot of games that are good for local co-op, and personally, I love playing games with my kids on the couch;
- it seems like a good balance of ambitious-yet-doable
So without further ado, here's where the journey starts: Planning the User Flow