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(Created page with ""First of all only the cellular stage could be relatively simply ported over to mobile. All the other stages will need major control scheme changes, mechanics changes and prob...")
 
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"First of all only the cellular stage could be relatively simply ported over to mobile. All the other stages will need major control scheme changes, mechanics changes and probably a ton of extra optimization etc. Then there's the fact that none of the users libraries have been selected explicitly to work on mobile platforms. And may of them don't officially say they support any mobile platforms (including the graphics engine). So it would be a ton of work to either replace them with ones that have mobile support (though, in my experience most libraries are either mobile or desktop platforms only, there's very few that support all), or adding support in them for mobile. So it is probably only slightly easier to add mobile support than making two complete games.
"First of all only the cellular stage could be relatively simply ported over to mobile. All the other stages will need major control scheme changes, mechanics changes and probably a ton of extra optimization etc.  
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Additionally if by "mobile" you mean iphone, then that is even more complicated as we current programmers don't have macs, which are needed for iphone development (I also don't have an iphone either, but I don't know if some other programmer has one). So very unlikely, but I won't say never." - hhyyrylainen on [https://www.reddit.com/r/thrive/comments/cxgbex/thrive_on_mobile/eykz0d5 reddit]


Additionally if by "mobile" you mean iphone, then that is even more complicated as we current programmers don't have macs, which are needed for iphone development (I also don't have an iphone either, but I don't know if some other programmer has one). So very unlikely, but I won't say never." - hhyyrylainen on [https://www.reddit.com/r/thrive/comments/cxgbex/thrive_on_mobile/eykz0d5 reddit]
A newer post about this: "While Godot supports iOS and Android, we would need a developer with a mac (AFAIK) to make the iOS version and probably an apple developer account. So an Android version is much more probable, however the controls and visuals would need to be tweaked a lot to make it work. Additionally to get on the Google Play store we'd need to pay for a developer account each year.
 
So there are a lot of challenges to make things work, however it is possible, but the return on investment doesn't seem super high because we'd have to rely on ads or some kind of demo version with a paid unlock for the full version, if we wanted to try toget back the developer account fees. I don't even know if mobile gamers would want to play a desktop first designed experience on mobile, and secondly want to play thrive with monetization in the game." - hhyyrylainen on [https://www.reddit.com/r/thrive/comments/jb5tub/mobile_version/ reddit]
 
 
Now that we use the Godot engine, at least an Android port should be easy-ish technically to make now, however the control scheme problem is still there. Also we likely need to have lower end graphics for phones. And finally, publishing on phones have actual fees associated with them so unless the mobile versions were to cost money, they would be a net loss in terms of income for Thrive.

Latest revision as of 15:20, 8 Haziran 2021

"First of all only the cellular stage could be relatively simply ported over to mobile. All the other stages will need major control scheme changes, mechanics changes and probably a ton of extra optimization etc. -- Additionally if by "mobile" you mean iphone, then that is even more complicated as we current programmers don't have macs, which are needed for iphone development (I also don't have an iphone either, but I don't know if some other programmer has one). So very unlikely, but I won't say never." - hhyyrylainen on reddit

A newer post about this: "While Godot supports iOS and Android, we would need a developer with a mac (AFAIK) to make the iOS version and probably an apple developer account. So an Android version is much more probable, however the controls and visuals would need to be tweaked a lot to make it work. Additionally to get on the Google Play store we'd need to pay for a developer account each year.

So there are a lot of challenges to make things work, however it is possible, but the return on investment doesn't seem super high because we'd have to rely on ads or some kind of demo version with a paid unlock for the full version, if we wanted to try toget back the developer account fees. I don't even know if mobile gamers would want to play a desktop first designed experience on mobile, and secondly want to play thrive with monetization in the game." - hhyyrylainen on reddit


Now that we use the Godot engine, at least an Android port should be easy-ish technically to make now, however the control scheme problem is still there. Also we likely need to have lower end graphics for phones. And finally, publishing on phones have actual fees associated with them so unless the mobile versions were to cost money, they would be a net loss in terms of income for Thrive.