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Search - "another dumb release"
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Fuck Apple and its review system
So, this started in december. We wanted to publsih an app, after years of development.
Submit to review, and passes on the first try. Well, what do you know. We are on manual release option, so we can release together with the android counterpart. Well yes, but someone notices that the app name is not what was aggreed (App Name instead of AppName). Okay, should be easy, submit the same app, just the name changed. If it passed once, it will pass again, right? HAH
Rejected, because the description, why we use the device’s camera is too general. Well... its the purpose of the app... but whatever, i read the guidelines, okay, its actually documented with exapmles. BUT THEN WHY THE FUCK COULDNT YOU SAY THAT ON THE FIRST UPLOAD?
Whatever, fix it, new version, accepted, ready to release just in time.
It doesindeed roll out,but of course, we notice that the app has a giant issue, but only on specific phones. None of our test phones had this problem, but those who have, essentially cannot use our program. Nasty as it is, the fix is really easy, done in 5 minutes. Upload it asap, literally nothing changed from user point of view, except now it doesnt crash on said devices. Meanwhile 1 star reviews are arriving from these users - of course with all the right. Apple should allow this patch quickly, right? HAH
THE REAL BULLSHIT COMES NOW
With only config files changed, the same binary uploaded we get rejected? What now? Lets read it. “Metadata rejected, no need to upload new binary”.... oh fine only the store page is wrong? Easy. Read the message, what went wrong. “Referencing third party content is nit permitted on the app store” meaning that no android test device should be shown. Fine, your rules. They even send a picutre of the offending element. BUT ITS NOT EVEN ON THE STORE. THATS A SCREENSHOT OF THE APP. HOW IS THAT METADATA? I ask about this, and i get a reply, from either a bot, or a person who cant speak or read english, and only pasted a sample answer, repeating the previous message. WTF. Fine, i guess you are dumb, but since they stop replying to our queries, do the only sensible thing, re-record the offending tutorial video that actually contained an android device. This is about 2 weeks, after the first try to apply a simple patch to a broken app. And still, how did it pass the review 2 times?
Whatever, reupload again, play the waiting game for a week, when the promised average wait time is 2 days, they hit us with a message, that they want to know what patent we use in our apps core functionality. WTF WHY NOW? It didnt bother you for a month, let it release ti production and now you delay a simple patch for this? We send them what they know. Aaaaand they reply: sorry we need more time to review your app. FUUUUUUCKKK YOUUU. You are reviewing a PATCH with close to zero functional change!!! Then, this shit goes on, every week we ask about an ETA, always asking for patience... at the end it took another 3 weeks... so december 15 to jan 21 in total...
FOR. A. SINGLE. FUCKING. PATCH
Bottom line is what is infurating, apple cares that there is an android device in the tutorial video, but they dont care that a significant percentage of our users simply cannot use the app.
Im done7 -
I have been creating mods for Skyrim and Fallout for a few years now. One day another modder wanted to make his own game using Unreal Engine 4. I wanted to learn UE4 anyway and the other members have made many mods before, so I joined in.
Well, it turned out I was the only one with a professional programming background (this is where I should have run). The others were all modders who somehow got their shit working. "It works, so it's good enough right?" On top of that UE4 has a visual scripting system called Blueprint. Instead of writing code you connect function blocks with execution lines. Needles to say that spaghetti code gets a whole new meening.
There was no issue board, no concept, no plan what the game should look like. Everyone was just doing whatever he wants and adding tons of gameplay mechanics. Gameplay mechanics that I had to redo because they where not reusable, not maintainable or/and poorly performing.
Coming from a modding background, they wanted to make the game moddable. This was the #1 priority. The game can only load "cooked" assets when it got packaged. So to make modding possible, we needed to include the unpacked project files in the download. This made the download size grow to 20+ GB. 20 GB for a fucking sidescroller. Now, 1 year after release we have one mod online: Our own test mod.
Well we "finished" the game eventually and it got released on Steam. A 20 GB sidescroller for $6.99. It's more like a $2.99 game in my opinion. But instead of lowering the price they increased it to $9.99, because we have spent so much time creating the game. Since that we selled less than 5 more copies. And now they want to make it work on mobile. Guess who will definetly NOT help them.
I have spent ~6 month of my freetime for this project, my rev share is < 100€ and they got me a lot of headaches with all their dumb decisions. Lesson learned. But hey, I am pretty good with UE4 now.4 -
"Graphics don't matter."
I ranted a while back about gamedev being hard to get into for me, and, today, user @DOSnotCompute posted a similar experience.
I had a couple more thoughts, so thought should post them here (FUCK! It ended up being too fucking long! sorry!)
So I was watching the making of mortal kombat 3 on yt, which was pretty amazing btw because I got to see the actors of the sprites in game which were engraved in my and thousands of others kids minds.
Anyhow, the creators of the series, John Tobias and Ed Boon, were interviewed and what not. And it hit me that while both were the designers, John was the main artist and Ed was the programmer (at least for MK1). Another game that comes to mind Super Meat Boy, and I bet hundreds of others did the same.
And it got me thinking, maybe that's my problem, I just need an artist.
And I think the reason why I never thought of that is because of this idea that graphics don't matter.
"you don't need an artist. You don't need graphics. The most important thing is the gameplay."
What a load of shit.
A lot of people believe that because they got tired of polished AAA games with automatic and predictible gameplay.
People started parrotting this knee jerk of a conclusion since then.
It's dumb. Imagine if Infiminer, one of the games Minecraft was based on, which btw looks terrible, had all the same features Minecraft had.
I would still not touch that shit with a pole.
Graphics ARE important. Games are on the VISUAL medium.
That doesn't mean you're sucking Sony's dick on every AAA release or that every game should be made with UnreUnityCocksReloadedEngine.
Some level of visual craft is required for a game ro be considered such.
(btw, I think most of you guys here get this, not trying to pander, just that I want to make it clear that I'm not accusing this community of being guilty of this)
If a game looks bad (given, bad can be subjective), if it gives the impression that it wasn't seriously made, then you kinda lower your expectations.
People get hyped on games that look good, because it means that the game could be good. Games that look unoriginal or terrible won't get played, wether they're good or not. And I think it's a reasonable reaction.
How many times did I hear things like "Look at x video game from the 90s, the graphics are terrible but it's fun as hell".
That is an absurd statement. The level of production some NES games went through is insane. We're talking millions of dollars for games that today might look primitive.
The graphics weren't shit back then, and even today you could say that they are simpler but also of excellent craftsmanship.
I'm not into creating art, I hate it in fact because you can't quantify the success of produced art.
So, duh, find an artist. Ok, how? This is the part where I have no fucking idea how.
You start spamming shit like "I need an artist" online? I dunno, something for another post I guess.
I guess the most healthy thing I could do is making demos that might look like shit just to get experience so that when I get to find an artist, I have practice already.7 -
Follow up to previous rant:
Now after I realised that I'm a stupid motherfucker, today was release day. Or so it was planned.
Because turned out my colleagues/supervisors didn't tell me to test the app on Android 6 devices and I was sure that if it ran on the device they gave me (which I assumed was the only device of our clients) it'd be sufficient.
Now it was tested on an android 6 device and crashed constantly.
Wow... I mean... Just wow... Now because I don't have a working android 6 device (a colleague of mine is on vacation and locked our development devices for a different app into a drawer) I have to get the emulator working which took me about 2 hours because that dumb shit face of a laptop first didn't have the android-sdk-root set (took me a good hour to realise) and then the kernel for the avds was missing.
Also: windows updates.
FUUUUUUUUUUUU....
(PS: yeah I should have tested it on various devices and made sure it worked on at least most of them without being told so. Another example for my stupidity.)
EDIT: Now I don't have enough disc space for the kernel I need to install. Absofuckingfantastic1