Category Archives: Trainyard

The Story So Far

For this week’s iDevBlogADay post, I’m going to take a detailed look at the history of Trainyard, from its humble beginnings to its current position high up the App Store charts. Yes, there will be sales data. This’ll be a … Continue reading

Posted in App Store, iDevBlogADay, iOS Development, Trainyard | 260 Comments

Training

For today’s iDevBlogADay post, I’m going to be talking about in-game tutorials. I’ll explain what they are, why you should use them, and how I implemented them in Trainyard and Trainyard Express. A foreword: I know a lot of people … Continue reading

Posted in Game Design, iDevBlogADay, iOS Development, Trainyard | 6 Comments

The Right Lite

For this week’s iDevBlogADay post, I’m going to share the thought process I went through when creating a “lite” version of Trainyard. What is a lite game? A lite game is a feature-limited and/or content-limited version of a paid game. … Continue reading

Posted in App Store, iDevBlogADay, iOS Development, Trainyard | 15 Comments

Sharing Solutions

For this week’s iDevBlogADay post, I’m going to explain how I implemented sharing of user solutions in Trainyard, my iPhone game. If you don’t know what Trainyard is or how it works, you can check out the trailer here. This isn’t really meant to be a tutorial, but rather just an overview of my approach to sharing solutions. Continue reading

Posted in iDevBlogADay, iOS Development, Trainyard | 2 Comments

Trains on Paper

When I started coming up with ideas for my first iDevBlogADay post, I considered writing about everything from procrastination to Xcode folder references. It took a couple helpful tweets to make me realize I should write about something I really know about: the Trainyard development process. Continue reading

Posted in Game Design, iDevBlogADay, Trainyard, Workflow | 8 Comments