Visualizing The Game

On 22nd March, I recalled the ‘Fast Reading Technique’ thought to me by MAX Academy, which holds 15 Limca records in Memory Training Techniques. In this technique, one has to read random passages, which are mirror imaged using a mirror. Generally, after a week practicing this technique, reading skills will be fast and lucid. While remembering about this technique, I wondered how a game implemented with this concept would look like. This was a simple concept, but still it will be challenging to play. Above all, no one had tried this concept and it was surely unique. Within a day, I almost visualized how the game should feel and look. However, the real challenge of developing it lies ahead.


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Finding The Path

Before taking an unprecedented road, it is always wiser to get help from a friend. I asked my friend, Ram, how to develop an app? He was quite good in Android app development and replied me with some 5 programming languages, most of which I had never heard of. For an novice like me, it looked like a Pacific Ocean to cross. Also, I wasn’t interested in developing Android app, since I had only an iPhone with me and was surely demotivated by my friend’s advice. After doing some digging, I came across Swift language, which was one of the easiest language to learn. This gave me some hope and started thinking forward on how to implement this game in Swift.

First Milestone

To program in swift, the only platform available was Mac OS. Unfortunately, I had only a Windows desktop. I didn’t ask my parents for a MacBook, but searched for alternatives. Thought not to give up, I tried a number of ways to run virtual Mac in Windows. After 5 attempts of failure and more than a week of trying, I finally succeeded in running virtual Mac using VMware. Luckily, it was running smooth with my PC. In this virtual Mac, I installed Xcode 7.3 and started coding my game in Swift.

Days Of Coding

Learning Swift was one of the easiest barrier to cross. Swift was easy to understand and code. I really liked the part where semicolon is not needed after each statement. I still remember how I got tons of error for just missing out the semicolon, while learning C language. Also, the error detection in Xcode was good and mostly accurate, which saved me a lot of time. After 11 days of coding, I almost finished the entire game. The main GameScene.swift file itself had 3,300+ lines of code. That was a miracle to me.

Final Touch

In the fourth week, I touched on some aesthetics part of the game. I believed that the graphics should match the game, and not to attract users with its effects. I made sure that my game had it. To reach the users in the right way, I depicted the theme of the game in the form of a game trailer (please watch it, if you haven’t). The rest parts like the website and forum was created by Ram (my friend), who was really good at it. Finally, after a month of hard work, I submitted my game for review in Apple Store on 14th April. And, MirriM was released in the Apple App Store on 27th April.

Final Challenge

After releasing the app, comes the real devil, promoting the app. Getting the master piece to the users was a real challenge, and I had no idea about it. As a first step, I made my friends and relatives to download it. But, the numbers were struggling to cross the single digit. Maybe I have to adopt a different strategy. So, I started sending mails to promotional sites, describing the concept of my game. After a long week, AppAdvice choose my game and featured it under the AppsGoneFree session of their website on 9th May. That was the turning point. By the end of end of 9th May, I got nearly 12,200+ downloads. Well, that was a real achievement.

This is how I created MirriM in less than a month and got remarkable downloads.

Personally, I advice the readers to never give up seeing the barriers along the path. Success is always taken by those who jump the barriers. If I had relented my game concept seeing the obstacles, then MirriM wouldn’t be alive.

Again, I would like to thank the good services provided by Apple and the timely featuring by AppAdvice.