I write this article for those of you who are getting excited with the app development craze and want to jump on the bandwagon as an individual developer. For those of you who have been programming for sometime or programmed with a company for some time, this article carries little advice for you all.
So app development seems to be a straightforward plan, but can get quite convoluted if you have had no experience with any of the development processes. But this development can be simplified to a basic 3 major parts; Brainstorm, Development, and Release.
So when developing an iPhone app, you need to have 4 objectives plotted; you need to find out what the product does, whom this would appeal to, how it would be developed, and the development plausibility. This can apply to all game development/application developments.
- The product’s objective is most important, as it is basically what the product does. If it is a video game, it is meant to entertain. If it is a Utility, it is meant to make one’s life just a bit easier and more manageable. Once the objective of the product is developed, you could proceed to figure out the logistics of the plausibility.
- If you created a Pink Unicorn Rainbow (I’m stereotyping here but it makes a point) app that is really a Medicinal guide to Chinese Pharmaceuticals, people will scoff at the app (except those Chinese people who dig Unicorn Rainbows). If you created a game so similar to Angry Birds that the only difference is the spelling (Angree Byrdz), you’ll lose a lot of credibility really quickly. So you have to make a game that appeals to the masses, but is very unique. This can be quite hard, and is one of the reasons App Brainstorming can be quite fickle.
- How a game/app will be developed is a very difficult process. See below in “Development” for a further explanation
- Development plausibility refers to the complexity of a game/app that is to be developed. If a game requires too much work to develop, or requires the utilization of a self-made graphics engine to make the game work; it wouldn’t be efficient nor plausible.
- Notebook (to store ideas)
- Graph Paper (to graph the interface)
- Blank iPhone Templates (see below to copy)
- White Boards (allows you to deal with the idea more tangibly)
- YouTube – Post videos of your app on YouTube. But these videos cannot be just shabbily put together of the mundane parts of the app. They have to show the exciting parts with bright graphics and very clean interface. One cannot simply (you think I’m going to say “walk into Mordor” don’t you? :)) make any video. They must put together a great graphical experience for the viewer.
- App Reviewers – There are many app reviewers on YouTube that are willing to review your app for you. Since you have 50 FREE codes which you can give to people to download your app for free, you can give them to 50 different reviewers who will gladly look over your app. Now this may make your app look bad if the reviewer is a sour grape or if the app is actually bad, but you can always downplay the weaknesses by making your own reviews anonymously. I know this sounds bad but it will help your app get noticed.
- An Aesthetically Clean Website – If you make a website for your app or app company, that will make your company seem a bit more reputable. Mind you that these websites cannot be made using Free Webs and will cost you money, you will put forth a great view of your app. But make sure that the website is clean and informative of your app so you don’t give the wrong impression of disorganized and cheap.
- Finally, the Summary – When you release an app, you write a summary about it. Make sure your summary is extensive as can be (milk out every detail of the game) and the screenshots of the game are the best screenshots possible.