[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
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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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