Tag Archives: gravity sling

Gravity Sling v1.1 is coming

We’ve known since before we even submitted the initial release of Gravity Sling that we wanted to do more. We’ve been slowly working on many of these new features, and then yesterday we all got together and pretty much wrapped up development on Gravity Sling 1.1. So what’s new?

  • Movable Planets! We wanted to do these from the start, but didn’t have time to get them in. We assumed they would be fun, but already we’ve seen what a huge impact it has on gameplay. Levels become much more interesting and challenging, as this adds a totally new dynamic to it.
  • Pickups One challenge that we had was trying to make levels with an easy solution but that also allowed for much more complicated and longer “good” solutions. The problem was that a lot of users didn’t realize how to overachieve like this and ended up beating many of the levels very quickly and easily. With v1.1 we’ve added in pickups that help direct you on places to try to get the astronaut to go.
  • More Levels We’re hoping to be able to add 65 more levels to this update. While we’re not quite there yet, there will definitely be another 30, and hopefully a lot more. Or to put this another way, v1.1 will more than double the amount of gameplay available.
  • UI Improvements The #1 issue that people have had with Gravity Sling is an unresponsive and occasionally buggy UI. We think we’ve fixed up nearly all of these problems, so it should be much less frustrating to use.

We still have to finish up a few more things, but are planning to submit this over the weekend or early next week.

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Gravity Sling is big in Japan and Italy!

One of the things that we love about the App Store is how it gives us easy access to a global marketplace. Nowhere is this more readily apparent than when we see how different countries are responding to our games. Case in point, Gravity Sling is currently doing extremely well in both Italy and Japan. Since last Friday it has been steadily rising in the app store rankings and currently sits at #11 of all free apps in Italy and #14 of all free apps in Japan. Since launch Italy and Japan now combine for nearly 1/2 of total Gravity Sling downloads!

For US developers that have never even been to either country this is incredibly awesome, and we’re absolutely thrilled to see it. We only wish we had any idea why players in those countries have taken to Gravity Sling so much. If you have any ideas please let us know!

On a related note, we’re all getting together later this week to try to pound out the last tweaks on the first update to Gravity Sling. Our target is to get everything finished up by Friday, leaving the weekend to test and then submit the update next Monday or Tuesday. Hopefully that will mean that it will be released in early-mid December!

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Gravity Sling is Out!

logo100Gravity Sling is now available in the App Store. We are all very excited to have this released, and can’t wait to hear what you think about it. Leave us a comment here, review it in iTunes, and be sure to tell your friends about it on Facebook and Twitter.

Gravity Sling is a free download, so really there’s no reason not to try it out. If you enjoy the first 15 levels, then you can purchase the next 30 are available for just $.99 from within the app.

It also features OpenFeint integration so you can check how you compare to your friends, and earn achievements while you play.

This game concept was originally developed during the iPhone Game Jam held at the 360iDev conference in September. It is a collaboration between Riptide Games, PyroMonkey Productions, Spatial Reasoning, Crucial Games and NoiseBuffet. All Denver-based iPhone developers.

What are you waiting for? Go get Gravity Sling now!

Here’s the trailer to watch while it’s installing.

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Gravity Sling is submitted to Apple

It’s hard to believe that the iPhone Game Jam was less than 3 weeks ago. Things have come a long way for Gravity Sling since that first 12 hours of furious overnight coding. When we finished that night we had the core gameplay down fairly well, with a very rough OpenFeint integration, and some pretty graphics but that’s about it.

Now we have a complete game. The physics have been reworked so gameplay is a lot more fun, we’ve created a total of 45 levels to play through, added an awesome soundtrack and swapped out nearly every graphic in the game. We’ve also decided to release Gravity Sling for free and hope that enough people will enjoy it that the sales of the In-App purchase level editor will be worthwhile.

While some would say this is the end, that’s not true for us. We have lots of plans for what the future holds. We definitely want to polish up the level editor so anyone can make their own levels. We also think we have a way to enable moving planets and obstacles, which will add a huge amount of life and challenge to the game. Of course, all this is in addition to more levels!

There’s no way to know the exact timing for release, but we submitted it to Apple last night, and our best guess is that it will take a couple weeks to get approved. Follow @riptidegames on Twitter, or check back here often to keep up to date on the progress and to be the first to know once it’s approved.

In the meantime, here’s a reverse-order screenshot timeline of Gravity Sling development for you.

A great run on the Crazy Face level

A great run on the Crazy Face level

How things looked on October 7th

How things looked on October 7th

Gravity Slingshot at the end of the iPhone Game Jame - just 12 hours of development

Gravity Slingshot at the end of the iPhone Game Jame - just 12 hours of development

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Gravity Sling Promo Trailer

We’re just a bit behind on getting Gravity Sling submitted to the app store, but things are definitely getting close. Check out the trailer we put together, and keep checking back to follow our progress.

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iPhone Game Jam, a night to remember

Tuesday night, Brian Robbins teamed up with Jonathan Hartstein of Pyromonkey Productions and Eric Lannan of Crucial Games to participate in the iPhone Game Jam at 360iDev. We got started around 7pm, and stopped working on our game Gravity Sling around 7am. It was a fun night, where we met some really cool people, saw some great things being built, and learned a lot about how to get something done incredibly fast.

I used to pride myself on being able to develop games very quickly and just focus on getting things done. In fact at my first job at CleverMedia we would release a game every Thursday, and occasionally spend just a single day getting the game done. The focus there was to build a game, get it up and move on to the next one. However it’s been several years since I’ve tried to do something that fast, and it was definitely a challenge to get back into the mindset.

What went right?

Team comfort Eric, Jonathan and I have all worked together at our previous job, and know what each other brings to the table, and we know how each other works. We certainly weren’t like Team Phobic with their full team of 7 there, but we didn’t have to spend any time getting to know one another or anything like that, and this made a big difference.

Subversion A few hours before this started I setup a local SVN server on my laptop that we could use that night. The Internet connection was a bit flaky and I wanted to have an easy way to share our code with each other. This worked out brilliantly as the 3 of us were working. We only had a couple minor conflicts through the night, and those were very quickly resolved. Without SVN setup we probably would have wasted a couple hours through the night trying to integrate code, and keep everyone on the same page.

Having an idea We started off the night with 3 ideas we thought about building but almost immediately decided on Gravity Sling and never looked back. We just focused on that, and tried to see how far we could take it.

Splitting up Responsibilities Almost immediately we determined who would be working on what parts of the project, and we generally stuck to that as we went. Eric did the art, Jonathan did the core physics and I wrote all the framework and interface stuff. This kept us each focused on our specific areas, and we could see how everything was coming along, even when we couldn’t integrate everything together. I was a bit worried at 3am when everything was still very separate pieces, but once things started to come together around 4am they came together very quickly.

What didn’t go right?

Honestly, not much given the timeframe, and goals. We had hoped to have a game complete enough to submit to Apple at the end of the night, and we didn’t quite get there so I guess that’s what didn’t go right. We did get to a point of having a very solid initial prototype of gameplay, and just need to finish it up before we can submit to Apple.

What’s next?

We’ve talked about it and we all want to finish this up, so we’re going to tweak Gravity Sling a bit, build out some more levels, and put some additional polish into the overall experience, and then we’ll get it submitted to Apple so the whole world can see the final result.

Wrapping Up

The feedback and response on Twitter has been great. Dan Grigsby at Mobile Orchard covered the event as we were getting started (and took 3 hours to get it posted thanks to the poor hotel Internet). Peter Bakhirev at Byteclub posted about how to survive a Game Jam event and it looks like Mac Most and Touch Arcade will be covering the results in some way too.

You can check out all of the Projects on the iPhone Game Jam site too.

Thanks to Noel Llopis of Snappy Touch for getting this organized, and John and Tom hosts of 360iDev for letting us do this!

Overall it was a lot of fun, and I’m definitely looking forward to the next one!

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