Hacker News new | ask | show | jobs
by stickydink 4487 days ago
We aren't paying that much in cut just yet. We're a small team (6 engineers in total). You don't have to be pulling in millions per week to get high on the grossing charts. We're probably around 1/4 of what you estimated.

Though you mention delivering the assets. Actually (like a lot of games) we make a big effort in getting under 50MB over-the-air limit on the App Store. The total content for retina iPhone is ~300MB, delivered in parts as you progress in the game. That's kept on S3, downloaded through CloudFront.

But yes! You're right, it's mostly a hell of a lot of JSON flying around.

2 comments

Have somebody spend a day or two looking for low-hanging performance fruit. Start with your JSON library, there are some slow ones out there. Also see if you might be unnecessarily de/serializing data structures multiple times in a single thread or process, I've seen that kind of thing creep up over time in reasonably modular codebases.
FYI, the OTA limit was increased to 100MB back in September.

We're managing to squeeze our apps into this at the moment, but will likely need a similar solution using S3/CloudFront in the near future.

[1] http://www.macrumors.com/2013/09/18/apple-increases-over-the...

We support non retina devices, which are stuck on iOS 6. When this came out we weren't sure whether it applied to that too, so stuck with 50. We'd already been keeping it under 50 for 6 months by then so we had all the infrastructure set up, its mostly automated.

Haven't looked at it since iOS 7 launch though, do you know if it was iOS 6 too?

Just checked with a couple folks here, the limit is for the iTunes store, and therefore was also raised for iOS 6 (we assume older versions as well, but don't support them either).
Interesting, thanks. Maybe next time we update, I'll try to convince everyone to panic-delete a little less :)