Barring any remaining issues, I’ve finished my first Android game, so it’s a reasonable time to reflect on what I’ve learned.
Android is not an easy platform to develop C++ games on; they originally designed it to be Java-based, and there are dozens of pitfalls that can even trap an experienced developer. But I decided to take that path anyway, and now I have the skeleton of a cross-platform game library. And being on that path is what got me the gig with Backflip porting one of their hot iPhone games, the first release I mentioned above. And the cash flow hasn’t hurt.
Another couple of weeks of effort should allow me to support iPhone/iPad/iPod Touch with my library, and after that every game I write will be able to target both. Since the bulk of money will be in iOS for the immediate future, it does make sense to release games there, even if the competition is a lot stiffer.
So, for now, I’m taking a deep breath, letting my brain relax from the recent crunch to get Backflip’s game out the door, and preparing to dive into my own game full time. Wish me luck. :)