A Teaser

On February 22, 2011, in Announcements, by Steffen Itterheim

I’m sorry for having been so absent lately. It just so happened that a couple events lead to taking some time off away from my computer, and then I realized how much I actually enjoyed not being at my computer all day long. Respectively how little motivation I had to go back to what I was used to doing because something was off, didn’t feel quite right. So I took some time off away from almost everything computer-ish, and started recreating and pondering.

Eventually I realized I was missing something:

  • a bigger-than-life goal
  • an actual, meaningful, worthwhile project that serves this goal

Once I had this realization, finding the right goal was easy:

The Goal

I want to create something new that will have a lasting impact on how we make games.

Nothing less. I could be more specific but I’m not willing to give that away yet.

The Project

I know exactly what I’m going to have to do but you’ll have to bear with me on the details – I’m just starting. Everything seems to have fallen in place and became so obvious. In fact, I’ve done it many times over in my professional career. What I’m now working on will enable you to make games faster and with fewer technical issues. It will trade performance and complexity for rapid development and ease of use.

I can’t stand it anymore

Quite frankly, I die a little every day I see nothing done to improve the miserable state new and inexperienced game developers face when they are starting out with Cocos2D. I am furious when I see that something as essential as the API reference isn’t even complete, and either no one but me notices or no one cares to mention it. Cocos2D is neglected in areas that I consider to be more important than the source code itself.

Cocos2D will soon support OpenGL ES 2.0 and shaders. That’s fine for some people and great news for a select few who actually know how to leverage the GL ES 2.0 features. However, I know in my heart this will only cause more headaches and frustration for the majority of users because for them more options only means they’re going to face more issues they don’t understand fully, which they can’t solve by themselves. Yet they’ll be tinkering with it because new technical toys are just too damn cool. But in the end it will only keep them from finishing their games. I’m much more concerned with fixing the recurring issues the majority of users are having. And helping them getting their games finished and out there.

I can’t change how Cocos2D is developed and how decisions are made. So I’m starting my own project to change the landscape, to raise the bar and set expectations to a level that satisfies the professional software engineer in me. I’ll stop trying to crack tough coconuts for you, instead I’ll lead you to new and greener pastures where the fruits are hanging low and have much softer shells. Poetically speaking. :)

My project will not be for everyone, but even for the seasoned developers there’s going to be something worthwhile in it. And you won’t have to give up on Cocos2D completely because even I will only slowly transition away from it.

When? What? Where? Etc.

The specifics of this project will be announced in due time. Just like I did with the book I’ll write a weekly, Friday-ish update post about recent developments and revealing new features. Also I will share with you my insights and thought processes and my approach to software development and what I’ve learned.

These posts serve an important purpose: by making public announcements, by writing down my goals and committing to them publicly, and by recording achievements my motivation will remain high, and I will keep enjoying what I’m doing. It also allows me to kick myself in the butt if I have to because I can’t possibly let you down. This will keep me going and will have me striving for nothing but excellence.

In the coming weeks and at least during the initial development phase I will focus almost all of my time on either project development, or recreation away from my computer. I will also try my best to avoid any and all distractions like forums, Twitter, email, unnecessary research, funny videos and generally just wasting time. If the past few weeks were any indication I will be harder to reach and even slower to communicate with. I will not be able to respond to every personal message because I need to focus my attention on the task at hand, or living my life as a crucial counter-weight. I will focus my attention more on speaking to the overall community via my Blog, Twitter and the planned Cocos2D Podcast with Mohammad Azam.

Watch this space for more info, and definitely join my Newsletter and follow me on Twitter.

I would like to preemptively thank you for your outstanding display of collaborative patience!

I’m off to building a better future! :)

Mohammad Azam is working on a serious of Tutorials with the goal to write a complete iPhone game, called Space Demon. You can view a demonstration of the game here:

So far, the Tutorial has 3 parts:

  • Part 1 – setup, particle effects, animated background
  • Part 2 – refactoring, code architecture
  • Part 3 – moving the ship, shooting and getting shot, enemy

Linkvent Calendar, Day 10: Free Cocos2D Webinar

On December 10, 2010, in Cocos2D Linkvent Calendar, by Steffen Itterheim

UPDATE: here’s the summary of the webinar which includes a link to the recorded session.


Mohammad Azam will be hosting a FREE webinar: Introduction to iPhone Game Development Using the Cocos2D framework.

This webinar takes place TOMORROW (Dec 11th)! I replicate his blog post here with the crucial info:

The webinar will help getting the new comers get started with iPhone development. It will be all code based with minimal or no slides. The webinar will be hosted on www.freebinar.com. Additional details are listed below:

Webinar URL: http://www.freebinar.com/highoncoding1
Date: 12/11/2010 (December 11 2010)
Time: 11:00 AM (US Central Time)
Limit: 150 people

Mohammad is originally a .NET programmer and frequent speaker at tech events. Recently he started diving into iOS development. He has written several tutorials about Cocos2D and he’ll get another Linkvent Calendar post soon that lists all of the Cocos2D screencasts he made. Follow him on Twitter @azamsharp and check out his iosdevblog.

Add your link to the Cocos2D Linkvent Calendar

Do you have something to share with the Cocos2D community? I haven’t received enough submissions to fill all the days until Xmas, although I do have enough links to post one each day, I’d rather post a link to your website or blog post.

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