I know I promised more sales/marketing statistics in my last post, but that was two months ago and I've come to realize a couple things:
1). Analyzing apps that sell less than 10 copies a day is uninteresting reading and provides little if any meaningful data.
2). I'm really tired of marketing and worrying about sales and just wanted to get back to making games (dangit!)
So, games... A couple posts back I mentioned I was working on a "space-shooter" but after 4 months of full-and-part-time development the evolving design turned out to be a bit ambitious. Rather than watering it down I decided to put it aside and work on some smaller and less risky games, in hopes of creating a bit more of a user base. The time spent on that space-shooter wasn't all wasted however - my experimental toy-app
Flux was derived from tech built for the shooter, and my C framework gained a lot of useful functionality in the process. A proper audio engine, generic UI/widget system, and tons of math/GL support code was written in support of that now shelved project, and developing new games and prototypes has become infinitely easier as a result.
I've also been meaning to write more technical/developer/geek posts and share some code and techniques from my iPhone framework but that'll have to wait till my next game is released. One subject I wanted to cover is
"Why you should use Spinors for 2D rotations" but
someone beat me to it (cheers for the props

). I also have several ideas for a series I call
"Cocoa? Schmocoa!" where I take Cocoa Touch APIs and wrap them in plain C code - to the chagrin of fanboys no doubt

. Cocoa's great and all, but just ain't my cup of tea when it comes to game programming.
And now, to prove I'm actually working on a new game, here's a first look at the (WIP) app icon for my upcoming release. Let the speculation begin!