1. What things have you created for Whirled? Partial avatar. Ongoing improvements to the game in the catalog Depth Charge. Both will need code refactoring to make them more Whirled friendly. By 'Whirled friendly', I mean the game responds to the "Play Again", "request rematch", "Go to lobby", or "Go to Whirled" controls at the bottom bar. Started some wiki pages: a. Using the debugging version of Flash: http://wiki.whirled.com/Flex_Debugging_Tutorial b. How to install the new Flex Builder for Linux using the Eclipse GUI. (install process is nearly identical for Windows users). http://wiki.whirled.com/Linux_Flex_Builder c. Minor fix to the Flex Avatar Tutorial. Several more games are planned, but I would still like to get Depth Charge in better shape and understanding more of how to properly interact with the Whirled API game controls before pressing on. 2. Tell us about your experience getting started with that development. How were the documentation and tutorials? Do you have suggestions for improvement? The tutorials are very helpful to get some bare bones examples going. However, they are far from the standard code structure as seen in the code for Brawler and Tangleword. Each of these has a Controller class, etc. At this stage, bare bones tutorials will likely have to suffice until the core Whirled API settles down. I had to back down from the posted 0.15 as it seems to have changed some API. This will impact the existing tutorials. During the alpha phase the existing tutorials work great. When Whirled enters beta, some medium sophisticated examples might be needed to give folks some formal framework. This would definitely be needed before going live. Trying to document a moving target is frustrating at best. The game shown on the wiki under "Setting you your programming environment" is not actually available in the SDK. 3. How do you find the functionality for managing your products? Are there information or tools you would like to have to make that easier? The functionality for managing products in Whirled is excellent. Update local copies in our rooms and update copies to the catalog. Pretty slick. If there was one improvement wish, it would be to allow multiple authors for items in the catalog. There would always be the main author/owner, but allow co-authors to be added to a catalog listing as to allow them to be paid if they participated in creating said item. This would allow programmers and artists to team up. Depth Charge works well, but could benefit of some better artwork, so the person that helped with the artwork could be listed as a co-author and say given a percentage of the listed price when someone buys the item. This would need to be done for purchase of the level or game packs that seem to be on the horizon. That could be the link between the programmers and artists. Once could purchase the improved artwork? Exchange of flow could be done by other creative means but would make sense if it was formally completed via the catalog. 4. Are there things you would like to create for Whirled but can't? Do you have suggestions for improving the APIs or technology? I don't see anything that is currently preventing folks from creating anything for Whirled. Well, maybe a few things like a new life and time? Those things are beyond your control :) Suggestions for improving? Nope. Keep rocking and releasing frequently during these early stages. If the API still needs refactoring, we certainly need to give it a good workout. 5. What tools did you use to create stuff? Initially, Flex and Whriled SDK, ant, java, flex compiler and the command line. There is a distinct advantage to using this since it looks like you can tinker with the Whirled SDK and have it update the SWF file. For Depth Charge, I moved to the Linux Flex Builder/Eclipse. This seems to be working out very well except for the trial license expiring... hope they allow us to buy a license soon.