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	<title>iCombat &#187; Layout</title>
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	<link>http://www.icombatgame.com</link>
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		<title>New iComabt Update and the Difficulty of Game Tuning</title>
		<link>http://www.icombatgame.com/2009/10/02/icomabt-update-and-the-difficulty-of-game-tuning/</link>
		<comments>http://www.icombatgame.com/2009/10/02/icomabt-update-and-the-difficulty-of-game-tuning/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 17:46:21 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Discussion]]></category>
		<category><![CDATA[Layout]]></category>
		<category><![CDATA[Difficulty level]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Game mechanic]]></category>
		<category><![CDATA[Gameplay]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=762</guid>
		<description><![CDATA[There is a great post in ngmoco&#8217;s blog from several months ago that talks about the complexity behind tuning games.  Specifically referring to Star Defense, Allen Ma talks about how any one factor when changed impacts the entire flow and resulting difficulty level of the game:
&#8220;For example, if the game allowed you to pause it [...]]]></description>
			<content:encoded><![CDATA[<p>There is a great <a href="http://gamemakers.ngmoco.com/post/114968146/star-defense-the-tuning-challenge">post</a> in ngmoco&#8217;s blog from several months ago that talks about the complexity behind tuning games.  Specifically referring to Star Defense, Allen Ma talks about how any one factor when changed impacts the entire flow and resulting difficulty level of the game:</p>
<p style="padding-left: 30px;">&#8220;<em>For example, if the game allowed you to pause it while you placed towers or if there were a few more seconds between wave launches, Star Defense would lose its fast pace. If we altered the strength of the towers or how much it cost to upgrade them, it would influence how you played the game. If we handed out more credits for each enemy unit killed, it would change how you managed tower purchases and</em><em> upgrades.&#8221;</em></p>
<p>Players underestimate just how difficult it is to design a game with a nice balance between being rewarding to play but challenging enough to want to continue playing.  Even with <a href="http://icombatgame.com">iCombat</a>, which has a very simple game mechanic, it took several weeks to refine the level design and lay them out in a way that provided a steady progression from level 1 through 60. And this initial design has been refined and tuned throughout every update.</p>
<p>Aside from the level design which is the most visible factor that can affect game play, there are things like enemy AI (firing frequency, movement paths, speed, etc), the scoring mechanism, the frequency of power-ups or bonus items, the number of lives, upgrade prices and so one that are crucial to getting the game right.<img class="size-medium wp-image-766 alignright" title="Screenshot 5" src="http://www.icombatgame.com/wp-content/uploads/2009/10/Screenshot-51-300x200.jpg" alt="Screenshot 5" width="300" height="200" /></p>
<p>An example of just how intentional these design elements are can be seen in iCombat&#8217;s score system, where many users wondered why we chose to go with a countdown (Enigmo style) method where each level begins counting back from 10,000.  The decision was focused at creating a scoring mechanic that rewarded speed, thus creating a nice interplay between playing it safe to preserve lives or playing fast to get points.  The result is that no 2 scores are ever alike.  This might seem like a small detail, but for the avid users it creates an entirely different decision tree when facing the harder, more involved levels.  Do you hide to preserve life, let the time expire, and then execute a level safely?  Or do you go guns blazing to finish with as many points as possible?  To extend this decision tree further and equalize players across difficulty level we made the countdown 12,000 for Hard mode, 10,000 for Medium and 8,000 for easy.</p>
<p>Another great example of where we made a decision to point the user behavior a certain direction came from the fact that one shot equals a player kill.  Here the logic was to force users to play more conservatively, pushing creative calculations with ricochet&#8217;s and bonus items.  And by limiting the map size, we managed to create a campaign mode that could be done in bite sized chunks, 5 minutes here and there.</p>
<p>So the next time you play a game think about how every single detail in the game was deisgned intentionally that way.  There are no default game layouts or settings so if it is in a game then the developer wanted it there.  Whether it was the right choice or not is a separate issue, but sometimes it helps to remember just how difficult it is to get the balance right.</p>
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		<title>A Great Tool for Creating iPhone App Mockups</title>
		<link>http://www.icombatgame.com/2009/05/21/a-great-tool-for-creating-iphone-app-mockups/</link>
		<comments>http://www.icombatgame.com/2009/05/21/a-great-tool-for-creating-iphone-app-mockups/#comments</comments>
		<pubDate>Fri, 22 May 2009 00:12:51 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Layout]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[Apple]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=665</guid>
		<description><![CDATA[For anyone looking to develop an app you should consider Balsamiq as a mockup tool.  it helps you flesh out ideas and collaborate over long distances with your team.]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">For anyone interested in creating an iPhone app but wondering where to begin, I think the best thing you can do is just sit down and lay it out.  I have always been a big fan of whiteboards and as of late the huge Post It <a href="http://www.3m.com/us/office/postit/products/prod_ew.html">Easel Pads</a> but these are impossible if you travel a lot and are of limited use when trying to collaborate over long distances.  The answer for me has been to use <a href="http://www.balsamiq.com/">Balsamiq</a>, a tool that allows you to quickly create mock-ups of both websites and iPhone apps.  With Balsamiq I can work through the mechanics of how an app should work, and visually see the flow from action to action.</p>
<div class="mceTemp" style="text-align: center;">
<dl id="attachment_666" class="wp-caption alignright" style="width: 310px;">
<dt class="wp-caption-dt"><img class="size-medium wp-image-666" title="iphoneexamples" src="http://www.icombatgame.com/wp-content/uploads/2009/05/iphoneexamples-300x179.png" alt="iphoneexamples" width="300" height="179" /></dt>
</dl>
</div>
<p style="text-align: left;">In previous <a href="http://www.icombatgame.com/2009/02/11/next-steps-once-you-have-your-killer-idea/">posts</a> I have suggested to first time app developers the importance of creating proper specs when planning to create an app.  I think mockup tools like Balsamiq are even more useful than making great specs and writing out usage scenario examples.  Not only does it help you better develop your idea but it also gives you the ability to share your mockups with other people instantly.  For example, if you are thinking about outsourcing development or are talking to other team members, Balsamiq will let you share your mockups and convey clearly what you want to do (for info on how to protect your idea with outsourced developers read this <a href="http://www.icombatgame.com/2009/01/24/taking-care-of-the-legal-stuff/">post</a>).  And by visually demonstrating the flow of how you want your app to work developers will have a much better idea of what you are looking for.  This will pay off in terms of the quality of developer you manage to get and it will also improve the accuracy of the time and budget estimates you get from developers.</p>
<p style="text-align: left;">Even if you plan on developing the app yourself, you can benefit from working through the fuzzy parts of your idea.  A mockup tool will give you the simple tools you need to work through EVERY aspect of your app structure before you begin the development process.  This is important because it can alert you to fundamental flaws in your idea or logic before you put the time and effort into building it.</p>
<p style="text-align: left;">In addition to the sketches of the iPhone and its main interface tools you also have sketches of dozens of buttons, switches, icons and other items that you can customize.  For example, when you drag an iPhone image to the drawing area, a box pops up where you can select whether to include the status toolbar at the top, change the orientation, the background look, etc.  You can even drag call out boxes into the picture as well to insert commentary about your mockup.  Check out this <a href="http://www.balsamiq.com/products/mockups">video</a> for an example of what is possible.</p>
<p style="text-align: left;"><img src="file:///Users/Miguel/Library/Caches/TemporaryItems/moz-screenshot-1.jpg" alt="" />Balsamiq includes a free trial version so you can test it out today&#8230;give it 5 minutes and you will see how quickly you get the hang of it.</p>
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		<title>A Great Resource for iPhone Game Developers</title>
		<link>http://www.icombatgame.com/2009/03/05/great-resource-for-iphone-game-developers/</link>
		<comments>http://www.icombatgame.com/2009/03/05/great-resource-for-iphone-game-developers/#comments</comments>
		<pubDate>Thu, 05 Mar 2009 10:42:49 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Layout]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Game Developers Conference]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=342</guid>
		<description><![CDATA[I posted to Twitter about this but think it deserves mention here as well since it is such a great resource for game developers.  Ngmoco&#8217;s blog is short but incredibly dense in high quality advice from successful and experienced iPhone gamemakers.  The most recent posts aren&#8217;t so heavy on design advice but if you go [...]]]></description>
			<content:encoded><![CDATA[<p>I posted to <a class="zem_slink" title="Twitter" rel="homepage" href="http://twitter.com">Twitter</a> about this but think it deserves mention here as well since it is such a great resource for game developers.  Ngmoco&#8217;s <a href="http://gamemakers.ngmoco.com/">blog</a> is short but incredibly dense in high quality advice from successful and experienced iPhone gamemakers.  The most recent posts aren&#8217;t so heavy on design advice but if you go to earlier entries you will find some awesome entries about game design and development.  The best post was from Kristine Coco titled <a href="http://gamemakers.ngmoco.com/post/75145144/with-doing-comes-learning">With doing comes learning</a> that gives some great insight into what works and what doesn&#8217;t for geographically distributed teams as well as for certain aspects of game development.  As an aside, Kristine will actually be giving a talk this year at the <a class="zem_slink" title="Game Developers Conference" rel="wikipedia" href="http://en.wikipedia.org/wiki/Game_Developers_Conference">Game Developers Conference</a> on working with external teams (clearly a topic important to me as I work with a team in the Ukraine!) titled <a href="https://www.cmpevents.com/GD09/a.asp?option=C&amp;V=11&amp;SessID=8555">I Say Green, You Hear Purple: Avoiding a Game of Telephone When Working with External Teams</a>.  While I cannot attend unfortunately, it sounds like the ngmoco website will be posting the talk and slides after the presentation on their blog (update: see slides <a href="http://www.ngmoco.com/gamemakers/files/Coco_GDC2009_AvoidingGameOfTelephone.pdf">here</a>).<span id="more-342"></span></p>
<p>Another fascinating post was by Matt Roberts&#8217; titled <a href="http://gamemakers.ngmoco.com/post/74623823/usability-and-game-design">Usability and Game Design</a> where he does a great job of reminding developers just how important the subtleties of game design and intuitiveness can be for making a game successful.  From determining if your controls are natural to making sure that the user always understands what is happening, these are hugely important albeit basic things.  As I reach the end of my game development process I think my distance from the coding has helped me focus more on these basics (relating more as a constant beta user), but still I can understand the feeling of sometimes losing a grasp on the importance of simplicity and intuitive design.</p>
<p>While the ngmoco gamemakers portion of the blog hasn&#8217;t been posting for more than several months and really only has a handfull of posts, everything I have seen is definitely worth reading so if you are in game development you should add it to your list.</p>
<p><strong>Update: </strong>The ngmoco blog has been updated with several posts with insights from the GDC this year.  There is a really thought provoking <a href="http://gamemakers.ngmoco.com/post/91747562/sailing-the-app-store">post</a> about the future of the App store and the evolving opportunity with the coming SDK 3.0 update.  Here they talk about how the value proposition will shift from a one time sale to a longer term outlook.  In their words, &#8220;with social gaming and microtransactions in the form of level packs and virtual items, games will become more than the first impression and need to upsell their services.  That in itself represents a new market opportunity for content differentiation.&#8221;  Exciting indeed to think that we will all have to start thinking about creating long term value as opposed to one time gimmicks or successes; this should benefit the entire App gaming market by refocusing us to the task of creating games with strong foundations upon which to build a following and deeper games.</p>
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		<item>
		<title>Game Design: How Do I Know I am Doing it Right?</title>
		<link>http://www.icombatgame.com/2009/02/18/game-design-how-do-i-know-i-am-doing-it-right/</link>
		<comments>http://www.icombatgame.com/2009/02/18/game-design-how-do-i-know-i-am-doing-it-right/#comments</comments>
		<pubDate>Wed, 18 Feb 2009 21:01:03 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Layout]]></category>
		<category><![CDATA[My experience]]></category>
		<category><![CDATA[Crayon Physics]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=192</guid>
		<description><![CDATA[What I was wondering today is how much experience do you need other than the intuition behind knowing what you like when you see it.  Does it help to have proven game development experience or can your personal gaming experience be enough?  And if it can be do you need to be a fanatic to know what works best.]]></description>
			<content:encoded><![CDATA[<p>It occurred to me as I sat here going through dozens of game sound effects and game graphics that I don&#8217;t have the foggiest idea what I am doing.  Sure I have played plenty of games and have a clear vision of what this app should look like but beyond that, I have not read one book or one article about good game design.  I did stumble across The <a title="Tips for Game Designers" href="http://goldenboat.wordpress.com/2009/02/17/the-hummingbird-manifesto/" target="_self">Hummingbird Manifesto</a> but this is little more than a cheeky bit of pretty intuitive advice.  As my game development gets further along though I find that I have made dozens if not hundreds of decisions and all I am going off of is my past game play experience.</p>
<div id="attachment_199" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-199" title="pong" src="http://www.icombatgame.com/wp-content/uploads/2009/02/pong-300x224.gif" alt="Atari Pong Screenshot" width="300" height="224" /><p class="wp-caption-text">Atari Pong Screenshot            </p></div>
<p>I am fairly confident I have limited just how much I can screw this up by keeping the game simple and without too much of a plot as this seems to add another layer of design complexity. This is why I chose to do a game based off of some of the original gaming platforms: these focused on the quality of in game play rather than depth and variety of sound or visual effects (of course there was no choice back then).</p>
<p>After just building what we have, and you guys will get to be the judges of how well we have done soon, I can say I really respect professional game designers.  To have the vision to not only create a fully developed plot but then to fold in the complexity of quality sound and graphics really is a huge effort.  Especially when you are inventing a new theme or world from scratch.  No wonder game budgets are becoming so enormous like Spore&#8217;s <a title="Spore: Game of the Year" href="http://money.cnn.com/2008/02/12/technology/copeland_spore.fortune/index.htm">estimated</a> $35 million and there are tons of Bachelor&#8217;s degree programs for game development and design like this <a title="Full Sail Game Development" href="http://www.fullsail.com/game-development/overview.html">one</a>.<span id="more-192"></span></p>
<p>What I was wondering today is how much experience do you need other than the intuition behind knowing what you like when you see it?  I am not a gaming fanatic at all, I don&#8217;t own a single console or handheld gaming device and haven&#8217;t since the <a class="zem_slink" title="Sega Mega Drive" rel="wikipedia" href="http://en.wikipedia.org/wiki/Sega_Mega_Drive">Sega Genesis</a>!  I guess maybe the iPhone counts but I definitely didn&#8217;t buy it for the App store (purchased it a 4am after a night out in NYC on the day it launched &#8211; way before there was any talk at all of the App store).  I have played the Nintendo DS and it only interests me, as with all games at this point, if I can play with someone else.  The reason we are creating a 2 player version in our game is this: I only care about playing / creating a game for 2 players.  While I know that the XBOX live forum has mimicked this social interaction, for me I need to be in the same room with the person.  Trash talking just can&#8217;t be as much fun over a headset.</p>
<div id="attachment_197" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-197" title="crayon_shot_021" src="http://www.icombatgame.com/wp-content/uploads/2009/02/crayon_shot_021-300x225.jpg" alt="Crayon Physics Deluxe" width="300" height="225" /><p class="wp-caption-text">Crayon Physics Deluxe</p></div>
<p>So what do you think?  Do you think more formal game development training and experience is important for creating iPhone games or can designing a simple iPhone game work the first time by amateurs?  We have seen Trism and iShoot work very well but you could argue that these were copying general proven themes and thus were sticking to relying on what was already proven to work.  One example of a very unique game idea that <a title="Petri Purho's Story" href="http://kotaku.com/374064/you-just-won-igf-that-means">popped up</a> last year by an independent developer was <a class="zem_slink" title="Petri Purho" rel="wikipedia" href="http://en.wikipedia.org/wiki/Petri_Purho">Petri Purho</a>&#8217;s Crayon Physics (just came out on the iPhone).  If you have other good examples of other first time developers with truly original game design I would love to see them.</p>
<p><strong>Update:</strong> I found an interesting post <a href="http://appboxx.com/">here</a> talking about Gogogic&#8217;s initial design process for their games where they use flash to run through and explain the most common usage scenarios before coding.  A great approach for any kind of application design.   Also, if you have not seen the Photokast slides on product design they have 15 great tips from their experience <a href="http://www.icombatgame.com/2009/02/24/a-few-things-to-consider-before-creating-your-app/">here</a>.</p>
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		<title>Laying out the Levels</title>
		<link>http://www.icombatgame.com/2009/01/26/laying-out-the-levels/</link>
		<comments>http://www.icombatgame.com/2009/01/26/laying-out-the-levels/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 14:09:47 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[Layout]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[levels]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[User experience design]]></category>

		<guid isPermaLink="false">http://icombat.wordpress.com/?p=9</guid>
		<description><![CDATA[Article focuses on some of the details behind designing the specific layout and strategy of iPhone applications (specifically games).]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s 6am and I just spent the last 14 hours mocking up my 20 levels so that the developers can have a foundation on which to build the game.  I did the entire set of levels in Powerpoint, it was surprisingly easy I guess I got one decent skill out of Investment Banking (still wasn&#8217;t worth it).  For anyone who has never cared to or ever tried to lay out a game, even a simple one like mine, let me tell you it is pretty impossible to have any sort of intuition around what will play well.</p>
<div id="attachment_122" class="wp-caption alignright" style="width: 202px"><img class="size-medium wp-image-122" title="Level mock-ups" src="http://icombat.files.wordpress.com/2009/01/level-sketches1.jpg?w=300" alt="Level mock-ups" width="192" height="143" /><p class="wp-caption-text">Level mock-ups</p></div>
<p>Of course you have to consider user habits, the quality of the enemy <a class="zem_slink" title="Artificial intelligence" rel="wikipedia" href="http://en.wikipedia.org/wiki/Artificial_intelligence">AI</a> and so on, and even knowing that and expecting future revisions it is still frustrating how much of a shot in the dark it all is</p>
<p>The question I grappled with most was how will the accelerometer steering affect game play&#8230;impossible to really know until we start fiddling with different filters to find the right blend of speed and control.  I definitely want to avoid making a Labyrinth style experience, where the low friction coefficient makes steering so difficult.  Another thing I didn&#8217;t really appreciate beforehand was how little real estate an <a class="zem_slink" title="iPhone" rel="homepage" href="http://www.apple.com/iphone">iPhone</a> screen actually has -  you do have to be efficient in your design when it comes to games.</p>
<p><span id="more-9"></span></p>
<p>So although I have no proof that this first run of layouts will last or even be playable, I am going to briefly go into how I laid them out because I think it was fairly efficient.  First, I traced the iPhone and screen size in 20 boxes to one of those huge <a href="http://www.3m.com/us/office/postit/products/prod_ew.html">Post-it Easel pads </a>(for those of you like me who don&#8217;t work in an office with miles of whiteboards this is a great solution).</p>
<p>Then I started laying out sketches in pencil of the game level walls, enemy starting points, bonus items, etc.  Doing them all on 1 page makes it easy to avoid repetition and to get a united visual view of how the player experience progresses.  I didn&#8217;t focus too much on having a perfect arc in difficulty level because I figure I can always change that either A) in the <a class="zem_slink" title="Microsoft PowerPoint" rel="homepage" href="http://office.microsoft.com/powerpoint">PowerPoint</a> mock-up version or B) when it comes to seeing how the levels play out.</p>
<p>Once I was happy with the levels I just used powerpoint and took a screenshot of the iPhone simulator and used that plus some copied building block graphics off of the web to compose my tanks, walls, background, etc.  While none of these graphics will make it in to the game it helps to have a visualized version so that the functionality can be developed in parallel with the graphics.  One thing that became very obvious once the levels were laid out though was that the AI behind the enemy movement is going to need to be good otherwise the game can easily become unplayably hard or easy.  I am trusting Taras and his team to help offer some insight as to how best create a good <a class="zem_slink" title="User experience design" rel="wikipedia" href="http://en.wikipedia.org/wiki/User_experience_design">user experience</a>.</p>
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		<title>Choosing an Application Idea</title>
		<link>http://www.icombatgame.com/2009/01/20/choosing-a-game-idea/</link>
		<comments>http://www.icombatgame.com/2009/01/20/choosing-a-game-idea/#comments</comments>
		<pubDate>Wed, 21 Jan 2009 00:24:24 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Layout]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[idea]]></category>
		<category><![CDATA[plan]]></category>
		<category><![CDATA[specs]]></category>

		<guid isPermaLink="false">http://icombat.wordpress.com/?p=3</guid>
		<description><![CDATA[Some advice and personal experience as to why I chose to develop a game for the iPhone.  ]]></description>
			<content:encoded><![CDATA[<p>I have had an idea for a while now to create a tank game that would utilize some of the new features of the <a class="zem_slink" title="iPhone" rel="homepage" href="http://www.apple.com/iphone">iPhone</a> such as the <a class="zem_slink" title="Accelerometer" rel="wikipedia" href="http://en.wikipedia.org/wiki/Accelerometer">accelerometer</a> and tap firing.  I had always been fairly certain that it would be a 2D game, as I assumed 3D costs would be much higher (I don&#8217;t actually think this is true at this point but I never did really check into it), and I wanted to replicate some of the playability of the games of my childhood without screwing up the game play with unnecessary gimmicky features.  My last console was the <a href="http://en.wikipedia.org/wiki/Sega_Genesis">Sega Genesis</a> and I had owned many of the preceding consoles from the 90&#8217;s and 80&#8217;s including the <a href="http://en.wikipedia.org/wiki/Nintendo_Entertainment_System">N.E.S.</a> and <a href="http://en.wikipedia.org/wiki/Atari_2600">Atari 2600</a> so I was used to simpler graphics, fewer keypad options, but much better <a class="zem_slink" title="Game design" rel="wikipedia" href="http://en.wikipedia.org/wiki/Game_design">game design</a>.</p>
<p>I decided to develop a basic tanks game that would leverage the 2 player via Wifi as well as accelerometer and tap features of the iPhone, but include little in the way of characters, story line, etc.</p>
<p><span id="more-158"></span></p>
<p>This stems from the assumptions that 1) I have no idea how to develop an interesting game narrative and 2) it is the playability and 2 player component that I think will have people signing up.   I decided to use the tank theme of the original Atari <a href="http://en.wikipedia.org/wiki/Atari_Combat">Combat</a> game that so many of us know so well as the inspiration behind my game.</p>
<div id="attachment_107" class="wp-caption alignright" style="width: 460px"><img class="size-full wp-image-107" title="Atari tank screenshot" src="http://icombat.files.wordpress.com/2009/01/atari-combat-screenshot4.png" alt="Atari Combat - Tank game" width="450" height="289" /><p class="wp-caption-text">Atari Combat - Tank game</p></div>
<p>For me, this was the first game that captured my imagination and got me obsessed with gaming as a boy.  If you recall, there were several playing modes all of which looked the same but had slightly different strategies but all were 2 player. The game was so addictive primarily because of this social component, so I hope to recreate that effect on players when my game launches on the iPhone app store.</p>
<dl class="wp-caption alignright"> </dl>
<p>Of course I had to make sure such a game had not been done, and while I found atleast 6 tank related games on the <a class="zem_slink" title="App Store" rel="homepage" href="http://www.apple.com/iphone/appstore/">App store</a>, I found none that used similar functionality nor tackled the 2D approach as well as I had wanted to.  Even in the <a class="zem_slink" title="Browser game" rel="wikipedia" href="http://en.wikipedia.org/wiki/Browser_game">flash games</a> world I had not found a version of this other than an exact replica of Combat, so I knew I had an idea that could be different enough from everything else out there.  Let&#8217;s hope it stays that way until well after game launch!!</p>
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