[casual_games] Casual Game Framework
Mark Ripley
mark at cheeky.gr
Thu May 31 16:40:08 EDT 2007
Right OK, whatever you say Tom.
Mark Ripley
cheeky.gr
New improved Blobbit Push on Blobbit.com
Vote for Blobbit on indiegameshowcase.com
On May 31, 2007, at 11:24 PM, Tom Hubina wrote:
> Saying that "most devs" are doing it with a single code base simply
> isn't true (if you're going to debate this, provide examples). And
> what do you mean by the majority of handsets? What carriers? What
> handsets? Is the PC game up on a bunch of casual portals? How about
> the mobile product ... Have any carriers picked it up?
>
> As I said ... you can make something that runs, but it isn't a
> practical solution in all but the most simple of titles. If you
> want to make quality product that is competitive with top-notch
> titles on both Mobile and Casual, it just doesn't make sense to try
> to do it with a single code base.
>
> Tom
>
> From: casual_games-bounces at igda.org [mailto:casual_games-
> bounces at igda.org] On Behalf Of Mark Ripley
> Sent: Thursday, May 31, 2007 11:02 AM
> To: IGDA Casual Games SIG Mailing List
> Subject: Re: [casual_games] Casual Game Framework
>
> Gridrunner's a special case I'm afraid, as it's a port of a rather
> intensive PC game. The others support the majority of handsets -
> midp1 and midp2. In fact, it's a lot easier these days as devs are
> dropping support for nasties like s40v1, the sharps, any siemens.
>
> My point was it *can* be done, and has been done by most devs,
> without selling snake oil ;)
>
> Mark Ripley
> cheeky.gr
>
> New improved Blobbit Push on Blobbit.com
> Vote for Blobbit on indiegameshowcase.com
>
>
>
>
> On May 31, 2007, at 8:42 PM, Tom Hubina wrote:
>
>> An API abstraction isn't really the hardest part ... it's the
>> difference in user interface, gameplay, etc that is required to
>> make a quality commercial title that is able to compete for the
>> top slots on the mobile carriers and casual game portals. If you
>> just want to make something that simply "runs on both", you can do
>> that. If you want to make something that's competitive, you're
>> looking at a much different animal.
>> As for "across all the required handsets" ... Gridrunner has about
>> 5% of the total "required" handsets, and doesn't have BREW or WIPI
>> (and only a few US J2ME handsets for that matter). It also is only
>> dealing with two out of the dozen or so screen sizes and doesn't
>> appear to have support for 64k and 128k download size limits.
>> Also, I notice that the handsets with slower processors and
>> low heaps (like the Motorola RAZR) aren't in the list either.
>> OK - it's not as bad as only supporting PDAs, but most of these
>> phones typically fall under the "smartphone" category I mentioned
>> before, which makes up a pretty miniscule portion of the US/EU
>> market. I'm also curious how much testing has been done on the
>> handsets that are listed because I'm familiar with sound bugs in
>> at least a few of them that frequently requires different code for
>> different handsets in that list (emulator testing doesn't count).
>> I'm sorry, but it is misleading to call something "quite easy"
>> when you're only doing a tiny fraction of the work that needs to
>> be done.
>> Tom
>>
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