
A interview with Mike Smithwick, author of Distant Suns 3 for the iPhone/iPad and blogger at distantsuns.com. Mike is a seasoned iPhone/iPad developer who has developed numerous iPhone applications. He has recently released Distant Suns 3. Follow Mike’s work on Twitter for more information. In this interview, he shares how he got started with iPhone development and what led him to develop Distant Suns (don’t miss the giveaway at the bottom of this page).
1. Tell us a little bit about yourself and your apps. How Did you get started as an iPhone developer?
A. My graphics background came from working at NASA on the $20Million real-time flight simulator graphics systems. But considering my audience was about 12 engineers, I gravitated to consumer stuff on my own time. My success is based not on how expensive the machines are that I work on, but how many people enjoy the software I write.
I started work on the iPhone stuff ‘cuz it was just fit the definition of cool. It had the power, graphics libraries, development tools, visual and color resolution that would make it an ideal platform for me. Plus in the early days it was heady to tell someone I was an iPhone developer, and I would get awe and wonder in return. Now I get “So who isn’t?”
2. Distant Suns is a very impressive app. What inspired you to develop it the way you did? What Motivated You To Develop Distant Suns?
A. My Distant Suns stuff was merely to keep me off the streets at night (and during the day, and on weekends). It worked. I loved planetariums as a kid, even writing a show for my 7th grade class and giving it in a local community college planetarium. The Projectors were a little large to have one of my own, so I had to settle for a computerized version that no one was doing right when I started.
3. How Long Did It Take You To Develop Distant Suns?
A. What’s the date? Oh, so far about 24 ½ years. The first version was done in about 18 months on a 2Meg Amiga 1000. It took about 6 minutes per compile for the most simple of files. I was going to retire it officially in 2008 as we were getting only a handful of sales (for the PC version) a month. But then the iPhone SDK came out, looked pretty simple (compared to say, Symbian) and so I migrated everything over to the handheld platform I had always wanted to have.
4. Distant Suns has been getting rave reviews for months. What’s your secret?
A. I build the software I want to use, and hope that enough other people like it as well.
5. What challenges did you face when developing Distant Suns? Did you have any problems getting your apps approved?
A. I only had DS bounced once (before the iPad version, but we really didn’t know what Apple’s criteria for that thing was). The reason was that I had a bullet point on my appstore page that Apple didn’t like, saying something like “It’s $1,499,999,995 less than a Voyager probe”. The reviewer said that I wasn’t supposed to mention dollar amounts in the copy as this was for international distribution. Right. As if Stanislaw in Krakow won’t know that 1 ½ billion dollars isn’t a lot of Zlotys. Read the rest of this entry »