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	<title>iCombat &#187; Updates</title>
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		<title>Silver Skull is Live in the App Store!</title>
		<link>http://www.icombatgame.com/2009/09/19/silver-skull-is-live-in-the-app-store/</link>
		<comments>http://www.icombatgame.com/2009/09/19/silver-skull-is-live-in-the-app-store/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 22:19:06 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Updates]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[International Talk Like a Pirate Day]]></category>
		<category><![CDATA[Piracy]]></category>
		<category><![CDATA[silver skull]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=748</guid>
		<description><![CDATA[Our new pirate game, Silver Skull, just went live last night so please try it out and let us know what you think!  Submitted two weeks ago&#8230;we were worried that it would not be approved in time for &#8220;Talk Like a Pirate Day&#8221; which is the 19th of September every year (today).  Luckily the approval [...]]]></description>
			<content:encoded><![CDATA[<p>Our new pirate game, Silver Skull, just went live last night so please try it out and let us know what you think!  Submitted two weeks ago&#8230;we were worried that it would not be approved in time for &#8220;<a class="zem_slink" title="International Talk Like a Pirate Day" rel="wikipedia" href="http://en.wikipedia.org/wiki/International_Talk_Like_a_Pirate_Day">Talk Like a Pirate Day</a>&#8221; which is the 19th of September every year (today).  Luckily the approval wait was shorter than expected so we managed to be out just in time.  We hope you like it!</p>
<p>See some screenshots of the game below:</p>
<p><img class="alignnone size-full wp-image-749" title="Page 01_splash_skull" src="http://www.icombatgame.com/wp-content/uploads/2009/09/Page-01_splash_skull.png" alt="Page 01_splash_skull" width="384" height="256" /></p>
<p><img class="alignnone size-full wp-image-750" title="Page 02_Action" src="http://www.icombatgame.com/wp-content/uploads/2009/09/Page-02_Action.png" alt="Page 02_Action" width="384" height="256" /></p>
<p>You can check it out in iTunes <a href="http://bit.ly/vHCGL">here</a> or visit our Silver Skull site <a href="http://silverskullgame.blogspot.com">here</a></p>
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		<title>iCombat is Launched! (Also, Why We Chose To Do Another Tank Game)</title>
		<link>http://www.icombatgame.com/2009/04/01/icombat-is-launched-also-why-we-chose-to-do-another-tank-game/</link>
		<comments>http://www.icombatgame.com/2009/04/01/icombat-is-launched-also-why-we-chose-to-do-another-tank-game/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 11:32:27 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[My experience]]></category>
		<category><![CDATA[Updates]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=460</guid>
		<description><![CDATA[The game that captured my attention most was Combat, a 27 game in one combo pack that included the Tank game.  There were many variations of play, one of which was Tank pong - here you fired missiles (squares) at the other tank (a rectangle) and they could bounce off of walls and hit the enemy.  For me the bouncing missiles and fierce 2 player versus mode hooked me, and so when the iPhone launched we saw the opportunity to bring a similar type of game play to the younger generation of gamers.  The idea was to stick to simple game logic but utilize the powerful features of the iPhone to create something great.  Truthfully, we just created it also because we wanted to play it - and we tried to stay true to the game play fundamentals that made the original game so addictive. ]]></description>
			<content:encoded><![CDATA[<p>After 8 days waiting to be approved by Apple, iCombat is accepted and &#8220;Ready for Sale.&#8221;  I was pretty patient during the wait but by today I was starting to get worried.  I shot off a few e-mails to Apple, posted my scenario to a couple of websites and waited, and late this evening I found out that we were approved.  When I spoke to the team they thought it was an April Fool&#8217;s joke, which thankfully it wasn&#8217;t because we are now in the App store.  You can check out our description and buy it in the iTunes store <a href="http://tinyurl.com/d8tksv">here</a>.<img class="alignright size-medium wp-image-461" title="Large icon" src="http://www.icombatgame.com/wp-content/uploads/2009/04/icombat_icon_512x512-300x300.jpg" alt="Large icon" width="180" height="180" /></p>
<p>While I have been vague about what <a href="http://icombatgame.com">iCombat</a> would be until now, I wanted to give you some background as to why we chose to do a classic arcade style tank game.  I grew up in the mid 80&#8217;s playing a beat up <a class="zem_slink" title="Atari 2600" rel="wikipedia" href="http://en.wikipedia.org/wiki/Atari_2600">Atari 2600</a> &#8211; it was behind the times even then (let alone now!) but the good side of having the outdated console was that I could buy old Atari games at used book stores for under a dollar. I didn&#8217;t have the money, or need, back then to buy a newer console and it didn&#8217;t matter because the Atari had some of the best game play design of any console I have ever played.  Simple rules, easy to use controls, a fast learning curve, all of these things helped make it much easier than picking up today&#8217;s games (except maybe the Wii).</p>
<p>The game that captured my attention most was <a class="zem_slink" title="Combat (video game)" rel="wikipedia" href="http://en.wikipedia.org/wiki/Combat_%28video_game%29">Combat</a>, a 27 game in one combo pack that included the Tank game.  There were many variations of play, one of which was Tank pong &#8211; here you fired missiles (squares) at the other tank (a rectangle) and they could bounce off of walls and hit the enemy.  For me the bouncing missiles and fierce 2 player versus mode hooked me, and so when the iPhone launched we saw the opportunity to bring a similar type of game play to the younger generation of gamers.  The idea was to stick to simple game logic but utilize the powerful features of the iPhone to create something great.  Truthfully, we just created it also because we wanted to play it &#8211; and we tried to stay true to the game play fundamentals that made the original games so addictive.  And while there are half a dozen tank style games in the App store, we hadn&#8217;t found one that scratched our itch for this classic arcade style play.</p>
<p>We hope, after playing, you will start to share our enthusiasm for tank games and that you will become a fan of iCombat.  We also want to make iCombat better in future updates, so please send us your feedback at icombatgame@gmail.com or post something <a href="http://www.icombatgame.com/feedback/">here</a>.  We are planning to offer prizes of some sort (maybe t-shirts or something) to anyone whose idea is implemented in future updates so send us your best suggestions for future changes such as new weapons, levels, enemies, etc.  If your idea is good and others support it in the comments we will do our best to make it happen.  I will be posting some ideas of my own in the coming days so don&#8217;t be shy to shoot them down if you think they are weak!</p>
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		<item>
		<title>Testing on the iPhone!</title>
		<link>http://www.icombatgame.com/2009/02/04/testing-on-the-iphone/</link>
		<comments>http://www.icombatgame.com/2009/02/04/testing-on-the-iphone/#comments</comments>
		<pubDate>Wed, 04 Feb 2009 19:46:25 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[My experience]]></category>
		<category><![CDATA[Updates]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[ishoot]]></category>
		<category><![CDATA[testing]]></category>

		<guid isPermaLink="false">http://icombat.wordpress.com/?p=71</guid>
		<description><![CDATA[My experience getting my first product update form the team on to the actual iPhone.]]></description>
			<content:encoded><![CDATA[<p>I have gotten the first couple of updates from the team and am now testing the application on my iPhone.  It is really cool to have it up and running so I can begin to see the project taking shape.  It feels like progress is slow until I get the new updates and then it looks like only a matter of weeks.  A few bugs with the movement and firing but all in all a great start!</p>
<p>Even with this basic buggy simplified version I find myself wanting to pick it up and play it.  Either I am obsessed with the idea or it does have some interesting game play already.  I have started to fiddle with the tank, turret and missile speeds amongst other variables and am hoping that upon testing I will just know the ideal setting for optimal game play once I see it.</p>
<p><span id="more-71"></span></p>
<p>I am also getting some of the first graphic renderings back and they look great, the team is really good at taking guidance.  The temptation is to try to squeeze in more features and components but I do not want to: A) go outside of what was agreed and B) delay the project by even one day.  Although my game has not been created in the short history of iPhone app development I am still worried that it will be done in the next 4 weeks.</p>
<p>iShoot continues to be number 1 and it is really making me want to get our application out, for some reason I feel that if we could launch the game with them as no. 1 then it could help us.  I know it is not that easy to even get near the top 100, but how do you explain that a pretty simple game (no discredit to Ethan Nicholas) stay no. 1 for 3+ weeks selling at a $2.99 price point?</p>
<p><strong>Update:</strong> After having played iShoot I can definitely see the addictive elements like big explosions, nice sound, being able to purchase items and unpredictability of the game terrain.  Thinking about how to incorporate some of these elements into iCombat.  I also think the price point was a very smart move by <a href="http://www.ethannicholas.com">Ethan Nicholas</a> as it was not too low nor too high which kept everyone who had bought the game ecstatic that they had finally purchased a game they felt was worth it.  I still haven&#8217;t felt good about a single $10+ app I have purchased nor have I really been overwhelmed by what $0.99 gets you.  What do you think was the element that kept iShoot number 1 for so long?</p>
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