hiring iOS contractors

In the last 4 weeks since my last post, I finished app #3 and the full, paid version of it went live on the App Store. Additionally, yesterday, I received notice that the free version had been approved by Apple, so I have set the release date for this Thursday, July 31. I will post a link when it goes live.

Further, I finished up all of the art files, sound files, screen designs, and detailed requirements documentation for the next app. It’s a much bigger app than the first few, and I made the decision to continue working with my current developer. We agreed on a budget and he began work late last week. In my last post, this app was slated to be app #5, but I moved it up in the order to app #4.

The app that was #4 has been put on hold… it is pretty similar to app #3, with only a handful of changes to the logic. I am holding on to this app until later because I may use it as a trial app for a potentially new developer. It should only take a developer a couple of hours to make the changes. In fact, if app #3 takes off and I want to get this app out quickly, I could either make the changes myself, or even use my current developer.

I have also begun working on another new app. It’s in the trial stage now, where I run through many trial attempts playing the game to see if the different factors are balanced properly and the game actually works. I love this stage because it’s exciting to see the different factors come together within the constraints of the iPhone and a new game being born. This stage includes making a lot of decisions around adjustments to the game factors to make this new idea a game that will work and be fun to play.

The factors for this new game, which I will call “the new app #5” (for now) include: size dimensions of the game pieces, number of colors per piece, number of colors possible in the game, board dimensions, whether challenge pieces are solid or not, piece movements, gravity’s effect on pieces at different points in the game, etc. For the new app #5, I think I have basically figured out most of the factors for the game, and just need to validate different levels of complexity as the game would progress.

It’s been a while since I posted, but I’ve been busy working on multiple apps. Have made a lot of decisions recently about which app to work on next, how to design it, how to monetize it, etc etc. I believe I have a plan now for the next four apps: today I submitted the paid version of app #3 to Apple for their review. The developer is beginning the pared down version (which will be free), which should be ready in a few days. Then I’ll have him do a similar app for app #4, with just a few changes in the logic to make it different than #3. I think this app (#4) has more potential than app #3, and it shouldn’t cost much at all because the changes to get to app #4 using the source code from app #3 are small.

Then, app #5 will be a larger project. I’ve been working on the design for a few weeks already, and believe it will be a great app. It is much more visually appealing than any of the other apps so far, and will be my first app with in-app purchases. It’ll take me a couple more weeks to finalize the design and finish getting the art files made up (including animations). I’m thinking about using my same developer for this, even though it’s a larger project. He’ll be more motivated to work on it because he’ll get paid more, but I’m still trying to be realistic on timeframes. It’ll probably take him a month to build it, another month to work through the issues, and one final month for me to get the small tweaks done to get it to feel right.

App #6 will be a different game entirely, but one that I’ve already figured out the mechanics for… like app #5, it’s a totally new concept for a game and I believe it will have big appeal. It’s a slightly bigger project than app #5.

App #7 is a new version of app #5, but with a bunch of levels and different challenges to accomplish. It’ll be the biggest app yet with the biggest potential.

I’m really excited these days with the progress in designing the new apps and working through the challenges.

In addition to submitting app #3 today, I just submitted an update to app #2 to Apple. Hoping it will improve visibility in the app store and improve downloads.

Last few days have been spent testing new builds of app #3 and making strategic decisions about app #4.

App #4 is definitely going to be a bigger project than the first 3 apps. The big decisions I’ve been working through have been:

  • Whether to have levels or one board that randomly generates the board for each attempt.
  • Whether to have advertising within the app.
  • Which in-app purchases should be available and how to prompt for them.

I’ve now sorted through these issues for the most part and I’m now running tests with sample attempts at the game, while I continue to make adjustments to the game board and menu layout.

Additionally, I’m leaning toward hiring a different developer because I’m not totally confident my current developer can handle a larger project like app #4.

Strategic decision about app #3

For the last few days I have been receiving new builds of App #3 with minor tweaks in them from the developer and testing them. App #3 was nearly ready about 5 days ago, but then I started having some doubts about the current game modes and whether they were doing to work well for people who were new to the game. You see, I had been testing the game so much that I’ve gotten really good at it… and the timer on some of the game modes was adjusted to my skill level. However, I began to think that the timers may need to be adjusted for others who haven’t played the game before.

Luckily, I had some family coming into town for Memorial Day, and I used the occasion to have them test out the game. After they tried it out, I decided that I needed to simplify the game down to just one mode in the free version, and then create a paid full version with all four modes. Part of this decision was based on maintaining a good relationship with the developer, who had already put in a lot of time on the game modes, and my belief that the other game modes are good. However, the first time someone sees the game, they will want a very simple version to learn and experience before being presented with four modes to try.

So yesterday I came up with a plan to pay the developer a small bonus if he will make a few more adjustments and help to create both free and paid versions of the game. He accepted, so now we are making some final adjustments to the game modes before making the pared-down free version. Hopefully the adjustments will be ready in a couple of days and we can get the game submitted soon.

Got another build yesterday for build #3. Spent my time testing it, logging defects, validating fixed defects, and sending the current list of defects on to the developer to fix in the next build. The app keeps crashing about every 10 minutes… hope he can get it fixed!

I keep checking in on app #2 to see how it’s performing since going live a week and a half ago. It’s fun to watch it increase in downloads even though I haven’t changed anything… hope it keeps going!

Review of April goals

Since today’s the last day of April, it’s time to review monthly goals:

  1. APPS – get app #2 into the App Store. [Done – would have published in April if I had not manually delayed til Friday].
  2. LEARN – continue iOS development book (this will fill in the time after everything I can do on goal #1 each day). [Doing well on this – through 250 pages in the tutorial book. Also, I spent some time doing some game building via Matt Heaney’s youtube tutorials].
  3. BLOG – blog each day about my two hours the previous day. [Done.]
  4. BALANCE – spend time each day thinking about what I’m grateful for. [Done.]

 

Since app #2 was approved for the App Store, I released the final milestone payment to the developer. I guess that technically I could have waited until it goes live on Friday, but since I’m manually holding the release until then (the app would have published yesterday if I had not delayed it), I figured it would be the right thing to do to pay him as he did was he signed up for on the app and the only reason it’s not live right now is that I manually delayed it.

Tentative agreement with developer for app #3

Yesterday, I tentatively agreed to terms with the developer for app #3. This is good, because it will save me a bunch of time trying to find a new developer. I’m hiring him again on a fixed-price contract. Budget is about half of what is was for app #2.

Unfortunately oDesk website won’t allow me to have more than one contract open with the same freelancer at the same time. Spent a bunch of time chatting with oDesk and it turns out they have some stupid policy in place where you can’t hire a freelancer on more than one contract at a time on a fixed-price basis – although they allow it if it’s on an hourly basis (WTF??). As crappy and frustrating as oDesk customer support is, and as stupid as this rule is, I think the pro’s still (barely) outweigh the con’s. At least for now, I’m sticking with them.

Getting ready for the next app

Last night was date night. I did spend some time earlier in the day working on app #3 – I completed the requirements docs for it and emailed the developer for app #2 to see if he’d be interested in working on another app for my business. This would be great, because there are a lot of similarities in the gameplay between app #2 and app #3, so he could find some efficiencies in the coding if he were to build app #3. I think app #3 is an even simpler design than app #2, and I am designing it in a way that won’t require an artist – other than for the icon. So this will save $150 on the project, plus I’m thinking about proposing a budget about 25% less for the coding for app #3 than for app #2, to see what the developer thinks.  This means that app #3 could cost only about 1/2 of what I paid for app #2, which would be excellent. I think app #3 has more potential than app #2 anyhow.

Still waiting for Apple to respond on app #2. I think the review process normally takes at least a week.

Got the source code from the developer … just one problem though

Got the source code from the developer last night, after sending him the next milestone payment. However, when I ran the source code on my mac, it didn’t compile because there was an error. WTF!! I immediately emailed the developer, and began to worry that maybe I didn’t know how to get the code to work on my machine. I spent a bunch of time googling for an answer, but it’s out of my league. So I went to bed worried that the developer may not respond – I did just give him the big milestone payment, after all. The final milestone payment (to be paid after the app goes live) is smaller, but hopefully enough incentive to get him to help me fix the app… please please please respond and help me fix the app so I can get it submitted!

Advertising strategy defined

Each of the last three days have been spent researching mobile ad networks and having a strategic debate about how to advertise in my apps. Leaning toward the best user experience possible, which means the least intrusive advertising (likely just a banner at the bottom). Seems like the banners are all the advertising included in the free games I like the most right now, and they don’t really detract from the user experience. Yes, they pay less than pop-up full-screen interstitials and videos, but the user experience is also significantly smoother. My belief is that users reward you for the smooth experience and are more likely to give better reviews and tell friends. When I play a game on my phone, I HATE it when I have to close pop-up windows. I delete these games almost immediately. My belief is that it will be best in the long run success of my business to focus on making a great user experience. Yes, it may take longer to recoup some development costs upfront, but the better user experience should drive more downloads and help the games spread better.

I haven’t heard anything from the developer in nearly 3 days – hope to hear something soon.