Hell, from what I discovered shortly before I left for my brief vacation -- where I am so clearly vacationing at this very moment -- it seems that even the Objective C requirement may be negligible. It seems to allow for simplistic integration of traditional C/C++ code into the whole mix. I don't know what kind of exposure any of you readers have with Objective-C but, my god, as far as I'm concerned the less I see of its demonic syntax the better the world will be for it.
The biggest issue I'm facing with the whole iPhone/iPod Touch development experience thus far is that, for obvious reasons, an Intel-based Mac is required for development. I'd love to pick-up a
Mac Book Pro or something at some point but, at least right now, that's way above my feasible price point for such a thing. If my short time with the Mini proves productive (and it has so far) I might try and pick up one of those on the cheap. Much like the sentimentality I have for Microsoft's XNA development environment, I think it's another quality step for independent game developers to have such easy access to a prominent and up-and-coming platforms like the iPhone/Touch (and mobile gaming as a whole).
The iPhone and iPod Touch seem to be an especially viable platform for independent game developers due in large part to the superb App Store accessible through the aforementioned devices and iTunes. In the mere two days I've had my iPod Touch I've already racked up about sixteen games ranging from free downloads to $0.99 titles all the way up to $9.99 (the maximum value I've seen). I'm not sure what kind of success the developers of Fieldrunners, Galcon, Enigmo, and Trism (to name a few) have seen but their titles seem to be very popular on the App Store. Galcon, especially, seems to have had surprising success given the very uniquely-nerd sort of gameplay it represents while being crossed with a more approachable and palatable mobile presentation.
If anything, it would seem that Apple made the accessibility of the App Store to independent developers almost too easy. For every great gem I've found hidden in the gaming sections I have seen three or four more titles which seem to present some meager offerings of something that can only barely resemble careful game development or a sound game design choice.
I am looking forward to getting back to my iPod Touch game experiment in a few days. I haven't had nearly enough time to provide much more than these barest of first impressions so, as I said earlier, I'd love to hear from others. I'll surely write some more on this topic as I get a bit more reacquainted with OpenGL (the ES persuation). I hope my first small game test, lovingly given its ridiculous working name of Asplodestroids!, will at least see a glean of the light of day before I find myself Mac-less again. It's also Christmas so feel free to toss a Macbook Pro into my stocking if you're feeling so inclined.
Because I'm sure that was someone's first instinct after reading this.
See http://stackoverflow.com/questions/22358/how-can-i-develop-for-iphone-using-a-windows-development-machine#28573 and http://code.google.com/p/winchain/.
Again, not pretty, just possible. Personally I'd just go the standard "Apple approved" way, even though I think it's exactly the kind of evil they supposedly rail against.