Getting Started In Android Game Development
rbgrn writes "If you're interested in developing a game for the Android platform, there is a lot you need to know. If you have previous experience with game development, moving over to the Android platform won't be all that difficult. You will mostly just need to learn the architecture and API. If you're new to game development, here is a list of must-knows for getting started in Android game development. This is a good starting point for developers seeking to write any type of mobile game."
They're not selling a product here, so much as a concept, but why is this on Slashdot's front page again?
Mind you, I'm excited about Android, but what here is newsworthy?
http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
I really didn't consider it, but there would be a major market for an MMORPG for Android. Think about it, when you are waiting for a bus you can hop on to finish a quest, if you want you can receive alerts about your character at work and the keyboard would make typing messages easy. The only problem I see with all games for Android is all the phones that could (potentially) use it. For example, a phone with only a touch screen is going to demand a totally different form of input than a phone with both a touch screen and keyboard, as is a phone that is all buttons and no touch screen. And I can see this really being a limiting factor, does the Android marketplace allow you to "restrict" apps to certain phones or download different versions?
Taxation is legalized theft, no more, no less.
I hate games that don't do this. If the computer player and I are the same species, we should have the same limitations. Why should the computer player be able to do more stuff than a human player?
If I have nothing to hide, don't search me
I'd like to see an RPG that uses the google phone's GPS feature to involve you in quests that blend real life and the video game universe. Perhaps certain tasks can only be achieved from a particular location in RL. Perhaps you are assigned to meet a particular player in RL in a certain location and achieve some goal together.
This is like Hideo Kojima's game Boktai: The Sun is in Your Hand, which comes with a solar sensor for your Gameboy, and certain portions of the game cannot be completed without actual sunlight. However, GPS adds a lot of potential that hasn't been explored.
um, ok..
Clean and concise. Tells you exactly what you need to know. I've been looking for this exact information for the last month now. Nice to finally have it in one spot.
Write a Web game application and ensure it works smoothly in the Android browser. i.e. Tweaking the CSS for bigger buttons etc. etc.
BONUS: Should work on the Iphone too and any Web browser ... yowsers!
I think the most compelling games platform is the Web. Someone needs to write a cool simple game like BRE or Planetarium. =)
While I have all the game development experience, and the Java development skills, and the interest in supporting the Android platform in my spare time, I have to say that at this point, I can't see spending the dough on buying a G1.
I don't mind the idea of paying for a data plan for a data-oriented device, but I just don't need a phone. The cheapest voice plan is more expensive than the data plan. With the required voice plus data plus hardware, I'd pay $1,520 over two years. Many little apps are being released for free (which is as it should be) but we have yet to see how for-pay apps will fare on the Android Market.
There's no way for users to get a G1 with no voice plan, as they do with a Sidekick. AT&T apparently briefly offered a "deaf users" plan, or said they were going to do so, but then retracted that offer.
I guess the only other option would be to develop what I can on the SDK without owning a device, then ask other people to help me test it. That doesn't really seem particularly fun or useful, if I can't use the apps I write.
[
I'm not java expert, but I have written some things for Blackberry (a Klondike Solitaire game for one). I've done some very, very performance intensive work on Pocket PC (Quake 1 & 2, my own 3D engine with ARM ASM optimizations, etc). All in all, Java will be a substantial hindrance and cap the performance of what can be achieved on the hardware when it comes to real-time rendering.
As a small example, most mobile devices use 16 bit RGB 565 pixel format, and the CPUs are RISC 32 bit. So for maximum performance, you try to always work with two pixels at once to halve the instructions required. With java, if your pixel buffer is of a 16 bit type then you cannot simply cast a pointer to a 32-bit aligned value in the array and then do 32 bit math on it. At the very least you will have to pack and unpack the two shorts individually. I hope someone can correct me if I'm wrong on that (that you can do 32 bit math on two adjoining, aligned 16 bit values with no extra overhead), because I'll certainly make use of it.
With these types of devices, if you work within the APIs - using available drawing primitives and hardware rendering capability - you'll be in decent shape. However if you need to do direct pixel manipulation (rotozooming, custom 3D renders, voxel terrain, bumpmapping, etc) then the language will be barrier.
When performance is most important (inner loop of texture mapper rasterizers for example), nothing can beat hand-coded ASM native to the CPU. I have a friend who can code StrongARM / XScale ASM like a fiend. He can take my best, carefully optimized C loops and usually cut the execution time in half over the compiler.
So not only can't you do decent high-level performance-optimized coding in Java, but the option of hand-optimized routines native to the processor are out.
Better known as 318230.
The fact that Symbian C++ developers have a bit of a learning curve to climb before they can produce android apps should be a source of encouragement for anyone who is starting from scratch to develop one. Let one of the kids on the bench have a turn at bat.