Surprise to me too. Maybe a crash at the start of your app, that's the thing I can only imagine of at this time. Like I said in response to your debut announcement, I am still interested in joining your team for future adventure.
On May 10, 10:05 am, "[nirajswami]" <[EMAIL PROTECTED]> wrote: > Great stuff Michael! > > NCAA coach Bobby Knight said "Many have the will to win, few have the > will to do the work to win"... Duo definitely reflects the latter... > and I am sure it'll be a success in the long run... good luck! > > I look forward to using it in the future and spreading the good word > it deserves. > > Niraj > > On May 9, 7:40 pm, Michael Johnston <[EMAIL PROTECTED]> wrote: > > > Thanks to everyone for your support, and I'm happy some of you enjoyed > > reading the postmortem. After we released the video last week, the > > response we received was so positive that we were very hopeful. We > > only posted the video in this forum and it trickled out to all sorts > > of interesting places. It's very disappointing that we lost. > > > Some people have asked about any differences there might be between > > our submission and the video I made. The video is authentic. The > > transitions from login to indoors to outdoors, etc., are all real. > > But I accelerated time in places (like for typing) and made some cuts > > to improve the flow (like when you open a web browser). Our > > submission also didn't have music or audio (due to Vista problems) and > > didn't contain any of the administrator tools for creating your own > > buildings. > > > On May 9, 4:54 pm, fubin <[EMAIL PROTECTED]> wrote: > > > > It is hard to believe such a good application failed... > > > You are still the winner in my heart! > > > > On 5月10日, 上午2时42分, Michael Johnston <[EMAIL PROTECTED]> wrote: > > > > > Duo didn't make it into the top 100 (let alone the top 50), which has > > > > been very hard for me (I hate losing!) but since people here expressed > > > > a lot of enthusiam for our project, I thought you might enjoy reading > > > > about its development in more detail. You can watch a short video of > > > > Duo here if you haven't > > > > already:http://www.youtube.com/watch?v=fwSBLdGCjnY > > > > > Although we lost the contest, Duo is alive and kicking. For now we > > > > are shifting our focus to other platforms (for practical reasons, not > > > > out of spite). If anyone is interested in investing in Duo or > > > > contributing to it, or if you know someone who might be, please > > > > contact me here: > > > > michael AT codality DOT com > > > > > So this is the story of Duo and its development. If you're more > > > > interested in technical details, you might want to skip to the next > > > > post where I talk about "what went right" and "what went wrong". > > > > > Awhile back I quit my job as a game developer to work on my own > > > > project. I used my savings to support myself while I developed a new > > > > game development tool. Over the course of several months I made good > > > > progress. In November of 2007 I heard about Android and Google's > > > > development competition. I thought: hey, here's a good short-term > > > > opportunity. But my project at the time wasn't a good fit for Android > > > > and I didn't have any good ideas for new mobile applications, so I > > > > didn't look into Android any further. > > > > > Then, one evening in late 2007, I had an enlightening conversation > > > > with an industrial designer friend of mine. She had recently > > > > interviewed for a position with Microsoft's mobile division and she > > > > told me about their grueling interview process. They were hiring for > > > > people to help develop innovative new mobile applications. She told > > > > me that one of their interview exercises was to design a solution for > > > > telling stories using your mobile phone. This was a deliberately open- > > > > ended exercise. The solution could be anything you imagined. I love > > > > exercises like this, so it planted a seed in my mind. > > > > > That seed germinated in early January 2008. One night I thought to > > > > myself: what would my solution to the storytelling exercise be? I > > > > thought it would be cool to use your phone to record information as > > > > you traveled around, and then to share that information with your > > > > friends. This could include text, tags, photos, audio, video, and > > > > ratings. I thought that if there was a way to combine all of these > > > > forms of information using a cohesive and elegant interface, you'd > > > > have a very powerful tool for recording and sharing a huge variety of > > > > location-based information, including not just your personal stories, > > > > but also things like restaurant ratings. I called these potential > > > > blobs of information "footprints". The idea would be to create > > > > software that lets you leave footprints in your wake for your friends > > > > and perhaps the public to experience. > > > > > In hindsight I realize that this wasn't a particularly innovative > > > > idea, but at the time I was fairly naive about the state of mobile > > > > application development, so it seemed new and exciting to me. I kept > > > > thinking about it and, after sharing the idea with some trusted > > > > friends, we started coming up with a bunch of other (fairly obvious) > > > > ideas: automatic friend finding, connecting footprints together to > > > > create paths for things like guided tours, creating "future > > > > footprints" for coordinating events, various corresponding business > > > > models, etc. > > > > > In early January I decided to download Android and start tinkering to > > > > see what we might be able to develop in the time remaining before the > > > > contest deadline. The results were promising. I hadn't coded in Java > > > > in years (my background is C/C++), but I was able to get up and > > > > running with Android very quickly. I found the documentation to be > > > > very good for an early release of a new SDK. Where documentation was > > > > lacking, decompliation could be used to look under the hood, revealing > > > > a solid design with code that was easy to follow (except the > > > > obfuscated mapping classes...argh!) > > > > > Satisfied with Android as a development platform, I knew I wouldn't be > > > > able to do this alone, so the next task was to find a team. A very > > > > good designer friend of mine was also excited by the idea and wanted > > > > to contribute part-time. His involvement would prove invaluable, > > > > particularly during the final stage of UI iteration. He also had a > > > > good friend who was a server development wiz. We approached him with > > > > our idea and he wanted to contribute part-time to develop all the > > > > backend tech, which was great. > > > > > Within a few days I developed a very simple prototype comprised of a > > > > map and a list of fake footprints. Our server wiz created a simple > > > > backend and we connected the two successfully. This was extremely > > > > encouraging. So much progress in such a short time! > > > > > The three of us were also actively posting new ideas in a private > > > > forum. As a result of our early prototyping and brainstorming, I > > > > experienced one of those "aha" moments where you end up pacing around > > > > the room excitedly, thinking non-stop about all the implications of an > > > > idea. The idea in question emerged in the following way. Our > > > > prototype was built with GPS in mind. You'd create footprints at your > > > > GPS location. This worked well for creating footprints, but what > > > > about browsing them? What about finding footprints in places you > > > > visited previously, or in places you hoped to visit in the future? > > > > > What if we introduced a lightweight, game-like interface that allowed > > > > you to easily travel "out-of-body" to explore your city and the entire > > > > world? I wrote a lengthy post about this and the other guys were > > > > excited by it too. They extended it with lots of ideas of their own. > > > > We knew it would be challenging to combine a fun interface together > > > > with locational information, but we felt we were onto something, and > > > > there was huge potential. The business models with this approach > > > > would be much more varied and potentially lucrative. Thus Duo was > > > > born. Many more ideas kept flowing after that. > > > > > Meanwhile, I had been in the process of applying for a government > > > > grant for my game development tool. After a great deal of inner > > > > turmoil, I decided to change this grant application to be for Duo > > > > instead. While awaiting the outcome of the grant application, I > > > > continued developing the client prototype, spending a lot of time > > > > establishing a solid framework for networking and storage, and testing > > > > different UI ideas. I also converted everything to the new SDK > > > > release. > > > > > At the end of February our grant application was successful, which > > > > meant the government would cover half the cost of hiring two part-time > > > > Canadian contractors to help us (I paid for the other half). A friend > > > > of mine from university was interested in helping us with programming, > > > > and I advertised for an artist to help us too. As of Feb 27th we > > > > entered proper development based on a loose but ambitious schedule. > > > > Our team was comprised of: > > > > - Me, full-time client programmer > > > > - Fred, part-time server programmer > > > > - Eric C, part-time designer > > > > - Eric T, part-time client programmer > > > > - Jasper, artist > > > > > Everything progressed very smoothly throughout March. The framework I > > > > had built in the previous month allowed me to fairly quickly connect > > > > to the backend as Fred found time in his busy schedule to implement > > > > it. I developed the tech we'd need for an avatar and buildings while > > > > Jasper worked with Eric C to start cranking out art. Eric T made > > > > solid progress each week with the interior tile renderer. > > > > > By April 1st, we had an app that could do all kinds of stuff, but the > > > > interface was still very rough around the edges. Other major problems > > > > included: you couldn't properly login yet, you couldn't > > ... > > read more >> --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Challenge" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-challenge?hl=en -~----------~----~----~----~------~----~------~--~---
