This is a continuation of a previous post discussing language features in Swift. In this post, we’ll look at a few additional examples.
A common misconception among gamers and game designers is that challenge is equivalent to difficulty. In fact, the two terms are not interchangeable. In this brief post, we’ll look at some thoughts from game design experts on why these two concepts are different.
In a previous post, I started going over some useful Auto Layout tricks that every iOS developer should know. In this post, I’ll continue with a few more ideas of greater complexity.
I recently did a presentation on programming best practices. In this very brief post, I’ll share the slides and a few notes from that presentation.
With iOS now available on more screen sizes, proficiency with Auto Layout has become a necessity. Unfortunately, I’ve observed many novice iOS developers whose first reaction to Auto Layout is to shy away. It can be intimidating, so in this post I’ll show a few common tricks that show the power and ease of use of Auto Layout.
Time is a critically important resource. It’s hard to find uninterrupted chunks of time to put towards playing games. When players choose to play your game, you should do everything in your power to use their time respectfully. In this post, I’ll examine thoughts from several games-industry thinkers on the efficient use of time.
I recently released my new app, Chess Clock Plus, which I wrote entirely in Swift. This was my first all-Swift app. It was also my first iOS 8-only app, so it was a chance to explore the new APIs. In this post, I’ll discuss the new tricks I’ve discovered.
I am infatuated with chess. I’ve known the basic rules for as long as I can remember, but had not gained an appreciation for the game’s nuances until recently. The game designer in me was hooked by the game’s endless complexity, and how it arises out of a set of simple rules. The software developer in me was intrigued by the game’s algorithmic nature.
This post is a follow-up to my earlier post about the life cycle of UIViewController. In this post, we’ll look at the logic behind UIView, another class that every iOS developer will inevitably subclass.
Good games have focus. Their designers have picked one idea, a core concept, and made it the thesis statement that guides the entire experience. Players often find that the most emotionally powerful games have a focus that resonates with their innate desires and motivations. In this post, I’ll examine the relationship between different types of games and human motivation.