Tracking data from games is common practice these days. It really helps developers glean insights into how their games are being played after being released into the wild. This is especially helpful if you’re a small studio (like me), and don’t have the resources for a dedicated
Read more →As promised, here is a follow up to the postmortem on Swift to talk about what I’m doing differently now that my first game is done and over with. As previously mentioned, I learned a lot– enough to warrant a whole separate article on the subject. Use
Read more →My first attempt at independent game development, Swift for Android and iOS, has been out for awhile, so I figured it was a good time to write up a postmortem on the subject. But before that, I should probably apologize for my extremely long absence. I launched Swift
Read more →Finally! Well, that certainly took longer than expected. I had to rewrite the whole game from scratch to make it work on less powerful devices (including many iOS devices) so that I could keep everything together in one chunk of source code. Although figuring out what worked
Read more →It’s finally done! Kind of… After what seems like an eternity, Swift for Android is finally up for sale on Google Play. It’s Phanatix Interactive’s first product on the market, and hopefully there will be many more to follow. It’s been quite the learning experience developing and
Read more →As you already know, we here at Phanatix Interactive are hard at work on our first game, Swift. Being a team of only two people, the mountain of tasks to get done before we can launch the game seems almost never ending. But we took some time
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