
Jul 28, 2009
We have a lot to do here at Marshsmith. We’ve got updates for Warped Space we’re trying to push out (reviews help with aiming what to fix), we’ve been working on a neat new free game and we even have a 3rd game in the works.
The two of us have our work cut out for us, which gets us figuring out how to prioritize what we’re doing. That, so far, has been the hardest thing for us to do. We would love to be able to do everything I know we could, but there is not enough time in the day (Cliche Cliche Cliche). Since we have not had a ton of experience developing software I searched through the site of someone who has: Joel Spolsky. Joel Spolsky is one of the two founders of Fog Creek Software and he has been blogging about the software industry for almost 9 years. While he lives in a different software world from us (shrinkwrap vs video games) he happened to write a great article about prioritizing which applies to most software worlds.
Anyway, I’ve got to get back to fixing/making things. I cannot wait to show you our super secret projects.

Jun 12, 2009
Unfortunately we had to push back the release of Warped Space for a few reasons. We decided there was functionality missing that should be in the initial release, especially that of global scoreboards so you can compete with everyone. This is also our first time getting intimate with the iPhone OS, so we’ve been hitting snags we did not expect.
It really is not bad news for you all, the game is looking and feeling better than I thought it would (here’s a taste):

Other than Warped Space we have two definite projects for the iPhone OS that we will start once we submit Warped Space for App Store approval. That should be very soon too.

Jun 1, 2009
Eric and I are once again living in the same state (for the foreseeable future at that) and we’ve been hard at work on Warped Space. We are submitting Warped Space to the iTunes App Store this Friday, June 5th.
Of course we still have last minute things to do on the project such as more play testing, scoring tweaks and, of course, more content. The way we’ve designed Warped Space is such that we can easily add new planets, projectiles, missions, backgrounds, etc… So that is what we’ve been hard at work doing.
We are in love with the idea that every mission is ad libbed by a computer. Not only will it come up with a, hopefully comedic, mission plan for you it changes the way you get from planet to planet. Sometimes you will go in an airplane, other times you’re represented by a family of three.

A taste of the delivery graphics
Here is a good example of one of the mission plans:
I am an expert in the creamcheese field. I'm studying the effect of half-human half-cat mutant on planet New New Mexico. Can you take me there?
I hope you’re as excited as we are.

Mar 7, 2009
Yes we have received our iPhone developer’s license, and that happened about a month ago. But we’re more excited about the game we are getting close to submitting to the app store. We have been working all week (a week in which Eric and I are in the same state) and have come up with some pleasing results.
The game, Warped Space, involves some planets, so we had to make some artwork. Now we have all sorts of planets made: ice planets, gas giants, earth like planets, what-have-you. Here’s just a small taste of Warped Space with an ice planet and the main menu:

One of many planets in Warped Space

The Main Menu in Warped Space
We’re excited about it. I think it is looking good.