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 >>
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