Today I
published iPeck, the multiplayer app that makes people peck seeds with their
nose. I wrote the app in 6 hours so I feel very accomplished. Technically 5
hours if you don't count the hassle I had with Apple App Store. Here's how it
all went down.
I wanted
to create an app where you use physical interaction with the iPad screen. I
wondered if I could hit the screen with my chin or nose. Hazzah, it worked! I
had the best success with my nose. Now I needed an idea.
The most obvious thing that comes
to mind when "pecking" with your nose is a Bird. Epiphany! Ill have
users be a bird and peck at seeds.
Idea is now primed and ready to
roll. I create a new project and the skeleton framework of how the app
navigation works. I create all the views. I then go straight to Photoshop and create
backgrounds for all views. I also find some free images of seeds and a bird. Crap! Cant
find single seeds so I spend a lot of time cropping single seeds from a picture
of a pile of seeds. At 2 hours right about now.
Now I need an actual game to be
played. I search my old code base from Gamenight and find my “Whack-A-Critter”
mini-game. I copy and past all that code into my new project but replace the
moles with seeds.
After four hours, the app is
done. I take it to work and have my coworkers play with it. It’s absolutely hilarious
watching two people trying to peck an iPad with their nose at the same time. Everyone
has a good laugh but I come to conclusion I can’t make money off this funny
little app. I shelve it for 3 years.
Since PhotoWhim is done and I can
make money off it, I redeploy all my apps to the app store to advertise for
Photowhim (UIWebviews point to a add on my server). I figure I need more apps
so I dust off iPeck. I put it into the new standards Apple needs since its been
shelved since 2010. I put in a
button and some UI updates and 2 hours later, BAM, It’s in the app store
waiting for review.
The bulk of the development of
iPeck was messing around with Apple and Photoshopping pictures. I guess you
could tac-on 8 hours if you count the code from the mini-game code I wrote but essentially,
things worked out good in the end.

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