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Android ?

Discussion in 'Suggestions' started by hocevar, Jul 19, 2011.

  1. hocevar

    hocevar Member

    Have you guys thought of doing a mobile version of the game ? I'm having a ball with the game but it'd be great to be able to continue playing in my smartphone as well.

    Anyways, just throwing it out there, I've no idea if it is feasible or not(please say yes).
     
  2. Rikkard

    Rikkard Member

    I highly doubt it, unless the code base was written in Java already... even then, they have way more profitable concerns at the moment for having such a small staff and capital.
     
  3. ithilmir

    ithilmir Member

    Yes, ok, i get it that it would be a pain to port it and maybe not really worth it, BUT +million on the android port, it would be THE BEST game to have on a phone:

    infinite replayability, amazing game, response-turn based. Cant think of anything better to play on my phone. I'd gladly pay the same or more than the steam version of the game to get it on android.
     
  4. Desi

    Desi Member

    Its performance is already a bit iffy on PC. =P

    Also, mobile devices already have access to quite a few roguelikes. On my iPod I have 100 Rogues, Sword of Fargoal, Rogue, Rogue Touch, and Nethack.
     
  5. Kutagh

    Kutagh Member

    Necro'ing this for a reason:
    Android does support applications written in C++ if you use the NDK(Click me). The only issue is the SDL , which I doubt is available for android. However, it seems to be possible to build SDL for android according to this page (Click me). SDL themselves
    seem to support it too, but with the intention of using Java as primary language and a compiled version of SDL with a shared library to convert from Java to C++ according to a readme(Click me).

    Oh and if it wasn't clear yet, I'd like an android port for this too :D
     
  6. Feynt

    Feynt Member

    SDL should be compatible with the NDK. I too approve of DoD on the Android platform. I'd also love to put in some time trying to help it along, I studied for game design as a programmer and all I've got is a job as a sys admin. D<
     
  7. Kutagh

    Kutagh Member

    Awh, I feel for you.... Currently studying Game Technology (computer science with focus shifted a bit to game development) but no experience with C++ here ;)

    Anyway, the caveats for easily porting it is that DoD should be using functions that are in the libraries available on android (I don't know which libraries are supported, most likely std:: but even that might be limited), self-written or available in the SDL for android...

    So if they manage to easily port it, the majority of the work would be developing a consistent, intuitive and easy to use controls (plus testing for bugs obviously). However, since DoD is mainly mouse-focused it should be relatively easy to use touch on the touchscreen. Some UI elements would have to be reworked (minimap resizing buttons are too small to use easily with a touchscreen, no right-clicking etc). For replacing right-clicking, I would suggest a combination of two options:
    - Selecting the default action easily and classify for android all right-click actions as a left-click action. This is good for things like moving, mass equiping and such.
    - Quickly select a temporary (one-shot) action.

    Both could be used by having a long press on a spot popping up a menu, where you can choose a temporary action or choose to change the default action (similar to the input fields on android, where a short click moves the typing indicator and a long click pops up a small menu where you can choose an one-shot action or choose to change settings).
     
  8. Feynt

    Feynt Member

    Short clicking as a context sensitive option makes sense, like left click is now. A long press could easily do what right clicking does at present. The biggest problem I see is the click, drag, drop motions of moving items around from your inventory and the game world (or each other). Some Android phones also have physical keyboards, so allowing the key binds to function as normal would work too.

    Since a good many of the physical keyboards come from "side slide" formats, I would recommend DoD as a landscape game. This would fit with most computer displays anyways which are wide screen.
     
  9. Kutagh

    Kutagh Member

    My main issue with a long press being a right-click is that if you have to do it multiple times, it becomes annoying especially if you can't be sure if it is a long or short press (accidentally moving to an enemy because you just lost touch shortly?).
    I agree on doing DoD in landscape mode, which is the most logical format allowing room for UI elements at the sides. Our eyes are mainly horizontally orientated and less vertically.
     
  10. Feynt

    Feynt Member

    Well, there is a swap left/right mouse option. >)

    Or perhaps it can get fancy and abuse the multi-touch function of the platform to chord options (hold the left edge for instance and then touching stuff does something else).