Apple doubles maximum App size download over 3G or EDGE to 20MB
Apple has increased the limit for downloads over 3G or EDGE from the App Store and iTunes Store on the iPhone. Previously the limit was 10MB and anything additional needed to be downloaded via Wi-Fi.
From iLounge:
This limit now appears to have been increased to 20MB in both the App Store and iTunes Store on the device, allowing users to download larger applications and video content.
The reason why might be timed to get users used to downloading bigger apps before before the iPad arrives, or it could be a quiet response to an increasing demand for apps on the run over 10MB.
Whatever the reason it's good to see some relaxing on an arbitrary restriction. Seoul City Metro weighs in at 9.6 MB so I approve of this relaxing in restrictions.
Seoul City Metro V 1.1 is live, V1.1.1 in review and SCM Lite is coming soon!
It's been a long slog, I have to say. It took a solid six weeks of development and many hours of dead ends and frustration but I finally managed to pull together a complete, stable release that made it through the approval process.
There's still lots to do, and since Saturday morning I have already sent for approval Seoul City Metro Lite, and Seoul City Metro V1.1.1 wich contains a few small bug fixes.
Busan City Metro is also in the works, I expect that to be running on the Seoul City Metro V1.1.1 code in the coming days and up for sale soon.
There's lots more to write on the extended development period of SCM 1.1, but for now I'll let everyone get the update and I'll take a deep breath!
Aftermath of SCM v1.0, upcoming V 1.1, new website and cloud hosting!
As I thought, this might be the case. Upon releasing the initial version of Seoul City Metro into the wild my work has load only got more intense. Two days after SCM hit the store the main Korean competition app unleashed a new 3.0 release and a price reduction - and in addition to this almost all the feedback I received pointed towards one or two features I had deliberately left out of the initial release. So since SCM wen't live on the 10th I have been frantically preparing my infrastructure to handle timetables and Google maps (via the MapKit framework). I am also working hard to streamline the viewing, cacheing and organisation of the 'Routes' part of the app.
I'm not worried about implementing MapKit because I have previously mapped all 440 stations and their GPS coordinates - but it's been managing the almost half a million pieces of time table data that has taken so much more time that I had originally anticipated. Although the details of the timetable data are relatively boring, I find the statistics quite interesting.
- 468,000 individual trains mapped equalling 17MB of SQL data.
- 1,600 pages scraped, totalling 48 MB.
- The addition of this data almost quadruples the total size of the app (originally 5.7MB)
This leads to an interesting problem with the app bundle size. Apple limit the maximum size of an App you can download over 3G to 10MB. Personally I think keeping an app (if possible) below 10MB is really important, as it allows your app to capture the impulse purchase. I'm currently considering several options about how to manage this, including providing only the basic data with the app and allowing users to download the additional data as an SQLite adon-on, or by providing a web service that can be queried from within the app. There's advantages and disadvantages in each case (which I might outline in a later post) but in my opinion, most people will only need the first and last trains departing each station anyway.
In other news, I've been working with Steven Miller (@yargalot and from TheNetocracy) on some new branding and a new website for SCM and I have to say I'm pretty chuffed at what he's come up with. I had pretty specific ideas in mind when he asked me if he could help design a website and he met all expectations when he came up with a clean, stylish design almost instantly. We spent more time making sure we had the markup optimised for search engines that we did on design elements - and it looks great. The website now exists at http://www.seoulcitymetro.com (previously http://seoulmetroapp.com) and is hosted with a swish new slice purchased the other day from Slicehost (Slicehost Referral link).
With the idea in my mind that I would possibly serve 17MB downloads to SCM customers or provide a XML/JSON feed for individual station timetables - I had upgrade the hosting to something more flexible. Enter Slicehost. With the help of Jacob (@jacobch) we now have seoulcitymetro.com and our git repositories running on a speedy clean Ubuntu Karmic Koala slice. So far we're totally impressed with both Slicehost and Ubuntu and we hope to run more services from this in the future. I can definitely envision a public bug tracker and documentation wiki for SCM and other upcoming projects.
There's heaps of work to be done! I'm hoping to have the next SCM version 1.1 submitted to Apple by 1/1/10. Watch this space! To the minute updates can be found on twitter by following @seoulmetroapp . Seoul City Metro is available on iTunes for $1.99 iTunes Store (iTunes link)
Seoul City Metro V1.0 Goes Live on the app store!
I'm excited to report that Seoul City Metro has gone live on the Apple App Store!
You can purchase a copy on the world wide store right here for $1.99 US.
Now that the iPhone Application development cycle has been completed - it's time to start some promotions to drum up some sales! I have @yargalot and myself working on a proper website, and I'm looking into promotions on Facebook, and around Seoul itself.!
Seoul City Metro has been finished, sent for approval!
Wow, what a month!
It really was about 10 times more stressful than I had planned.
Here I was plodding along with the development of Seoul City Metro (@soulmetroapp) thinking I had another couple of months but all of a sudden the iPhone was approved for sale and then released in South Korea in the same two week period! I had to push everything forward...
So over the last couple of weeks I have more or less shut myself off from everyone except my twitter feed and a few friends keen to test some development releases (thanks to @jacobch for some great feedback). Due to the announcement of imminent iPhone release in South Korea I just had to try and get everything running ASAP.
Unfortunately Seoul City Metro missed being ready for sale on iPhone launch day (it was never going to happen) but as a consilation I managed to make it to TEDxSeoul at the last minute for a day of eye opening talks from a wide range of awesome Korean innovators. I had no expectations for TEDxSeoul (how did I not know about TED ?) but it left me with a mind spinning with excitement and positiveness about releasing software in South Korea. I wish I had had some business cards to hand around and some infomation on the app ready - but getting to go was just a bonus.

Seoul City Metro
But I'm now happy to write that I have finally got there! As of Tuesday morning I have completed an initial working version of an iPhone app and submitted it to the App Store. With submission only four days after the release date in South Korea I am pretty happy with my efforts. This is is a really important milestone because it's taken me so long to get past being completely overwhelmed by the whole process of becoming an iPhone developer. In fact it's taken me two trips to WWDC, two iPhone releases (3G , 3GS release), two new computers (a laptop and a Mac Mini) and countless days and weeks of feeling overwhelmed and lost at where to start.

New Business Card (back)
Regardless of the outcome (approved or not) I'm feeling like I have reached my goal. While I wait for approval from Apple I'm running at a slightly slower 80 km/h getting promotional material ready for it's launch. I'm hoping with some relevant, informative tweeting on my behalf via I can rustle up some interest over Twitter and Facebook, there's also a website up at seoulmetroapp.com and I have printed flyers and business cards for some real life promotions.
I'm attending the Seoul Writer's Workshop Masquerade Ball this Saturday night in Itaewon and hope to bump into some people there.
Watch this space for all kinds of things I've learnt over the iPhone development process, and updates on what I'm calling the City Metro Ecosystem - a suite of apps encapsulating apps for Hong Kong, Beijing and Shanghai.

More details coming soon
In App Purchase is now available for free Apps, App Store is now more awesome

So, finally Apple have relented and decided to allow In App Purchase for free apps.
I just have to say that I'm really excited about this.
I think the initial idea behind Apple's 'free apps stay free' policy was to prevent 'fart apps' hitting you up for money mid session and allowing the paid apps to prosper in their superiority. But now the App Store eco system has evolved to a point where serious developers are needing ways to give their potential customers previews beyond the only option of 'buy the free one, then if you like it buy the non free one'.
Recently I've been looking at ideas for in app purchase and I decided the two app idea wasn't going to work for what I was thinking. These new changes basically allow me to sell my ideas (they're not apps yet) on the App Store they way I want to.
Take this scenario:
If I were to build a single application that supported lots of different maps (for example) via in-app purchase, which map would I bundle with the initial cost of the app? And what if if the customer didn't want the bundled map I was including? In that case the customer would essentially be charged extra money to end up with the map they really wanted, and I didn't see that as a great introduction into my software.
An alternative approach would have been to sell the initial app at a low price point to get people feeling comfortable about buying the app, and then continue to sell the other maps via in app purchase for an appropriate price. This would have half solved the 'unhappy default map' scenario by simply costing the customer less money. But would they see the saving? Or would they still be just as annoyed at paying me twice for what they really wanted in the first place. This was the compromised way I was heading, but it would have meant giving away the the most popular map at a discount just to get foot traffic.
But as of today with these new rules on the App Store I can do what made sense in my mind and create a main 'gateway' app that could act as it's own little 'map store' and be given away for free - allowing the customer to choose the map(s) they want without going through the mental hurdle of paying me twice to get what they want. This is a much better option.
These new changes to the App Store policy will provide a great deal more flexibility all round. Now that the developer isn't required to charge an initial fee for in app purchase enabled apps they can provide free apps as a means to paid content. Previously the customer had to pay for that privilege, and in some cases it was a bit backwards. This will also be great for sales and promotions. It allows apps that include in app purchase to become free for a specific period of time then go back to how they were.
All in all it's a great addition and is only telling me to get my act (app) together even faster!





