Wednesday, September 30, 2009

Interview with Developer of NanoMechs

Interview with Arin Cranley NanoMechs' Software Developer and President


Arin, What is the behind the scenes view of Theorian?


Theorian, is more of service company than anything, we're in the technology business to be innovative for our customers. We want to bring something new, fresh, and fun, whether it is a productivity app, a game, a website, or a simple support call. Theorian is also a software development company not just an iPhone app development company.


How did Theorian start?


Government contracts, believe it or not. We were working on building "e-learning labs" for the United States Marine Core. Amongst a few other types of contracts, Cool huh?

Very cool.

Yes, but not as cool as building iPhone apps.


When was NanoMechs thought up?


We love first person shooters, we originally thought that the iPhone needed a MMORPG though. At least some better "real time" multiplayer games. After further research we concluded that not many people would be spend hours upon hours playing an MMORPG on their device given a number of factors. Despite that, a MMORPG would still be awesome on the iPhone no matter which way you cut it. We also figured that a 3D FPS could be graphically bland and the user interface much too strange without tactile feedback. So we opted for NanoMechs a 2D Multiplayer Online Shooter. The story line came from a few OMG moments and, almost instantly, we had an astounding background plot, which we plan to expand in the future.


When did you guys start the developing process of NanoMechs?


October 2008

It seems like it took forever, we worked sooo hard.


How long did it take you to realize the app is done and playable?


We all honestly think that NanoMechs is not done. However we decided that cutting some features for the sake of getting the game into peoples hands early, at a low price, was more important than waiting any longer to release. That may have hurt our initial image though. Looking back on this decision, we probably won't do that again. This is a new business for us and we've learned so much with this initial release. We are going to have multiplayer online soon, and we want to make sure it is going to be GREAT before we put it into anyones hands.


Was this the first iPhone app you guys have created?


Yes, NanoMechs is the first iPhone app we've done.


Do you guys have any new apps coming? If so what can we expect?


We're still in R&D but we are considering a "very different" puzzle game, maybe an RPG. But more than anything we want to do a MMORPG. But many people don't realize the depth of development a MMORPG takes let alone a simple RPG.


Do you have a way of spreading the word about NanoMechs?


We do... you! :) thanks Bronson! So far word of mouth and some plugs on gaming forums, etc. But we plan to release a free version of NanoMechs. Also we'll be doing a sweepstakes on twitter, and eventually cross-promotion on future apps. So far we're steering away from purchasing ad space and using services such as ad-mob.


Earlier you mentioned multiplayer, what other kind of updates in the future can we expect for NanoMechs?


More levels and game modes, like Capture the Flag, and Squad Battles are coming. So NanoMechs still has much more coming. Even further driving home that NanoMechs is not done, and will continue to receive updates.


What is your favorite iPhone app besides NanoMechs?


Seriously? Wow, that's a hard one. I like physics puzzles, I haven't had the luxury of playing Zenonia or any RPGs on the iPhone. I like "I'm Destroyer", oh God that is bad! I didn't want to say it. Because there are so many things about that game that could have been better and I want to make it better when I play it. "Pocket God" is cool too.


Last question. What would you recommend young developers to do?


I am completely serious when I say: do what you love doing. If you are finding "no joy" in what you are doing then what you produce is going to be less than it could have been. Be inspired by something or someone, if you lose that inspiration, know how to find it again. Be inspired by God, the first developer and creator! Young developers have got to learn and be sponges, and cannot act like they know it all. People are willing to teach, and if you say, "I know how to do that!" then they won't to teach you that. Ultimately, nothing beats hands-on training, just go for it, start learning. Find people who can answer the questions that start taking you hours to answer on your own. Those people could be friends or colleagues; who ever they are, treat them well and they'll make time for you. They'll be great mentors.


Thank you for taking your time away from your day.


Thank you! It's been a pleasure!

No comments:

Post a Comment