DRL > Requests For Features

Android market!

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appuru:
I was thinking about it for a bit, and doomrl could be ported to a mobile platform like Android. While the key usage can range from minimal to extensive, I think the pace of DoomRL is appropriate for a mobile environment. Porting roguelikes to android is not unheard of, and there's in fact many attempts, though in my opinion any game that does not fit the "coffee break roguelike" paradigm is not appropriate for an Android port.

Menu navigation is already simple and painless, but I imagine the main challenge here would be maximizing usability of the UI given a small window size and a touchscreen. For example, items in your inventory could be highlighted in the touch-screen, and highlighting an item gives you the option of using it or dropping it. A full featured keyboard can be used, but this would leave roughly half the window size for the map, so maybe a smaller portion of the screen can be used in exchange for less keys/more touch-screen interaction.

Of course, if such a port was made, I would be glad to pay for it. Having the convenience of playing my favorite roguelike just about anywhere is well worth the $1.99 it might cost, or whatever it ends up being.

It's definitely not a trivial problem, but if there's a roguelike that can become a hit in the Android market, it would be this one. :)

EDIT: I forgot to add, I know nothing about Android application development, and I don't know if the language and/or libraries used to develop DoomRL are incompatible or not. Just wanted to throw this idea out there.

Kornel Kisielewicz:
iOS, mobile versions, Android versions, console versions, handheld versions -- they'd all be uber cool. But you people keep forgetting one thing -- I don't have the permission to use Doom IP... so no market nor console will allow me to do a release.

Sad but true :(.

appuru:
Ah, that's quite the bummer. I was mixing up derivative games (like Doom for Android) and straight up using Doom IP, it seems they are treated quite differently. I imagine then the only choice would be to pay for a license to use their IP. Have you tried speaking with with ZeniMax Media to get an idea of how much money we are talking about? If the amount is not exorbitant, and this is something you would love to do eventually.. I can see myself chipping in!

I have no idea if there's any distinction from a small group of indie developers for a text-based game or Microsoft Studios, though. :P If obtaining such a license would be unreasonably expensive, the only other choice would be to replace all Doom IP with something else, which would not be very Doom-like! :(

Thanks for the quick reply, this makes a lot of sense now.

ParaSait:
Keep the mechanics and gameplay exactly the same--just change some of the names. DoomRL has evolved so much it could easily live it's own life like that now. Voila, no more copyright issues. :P

S.K. Ren:
You also would have to deal with small copyright issues with some of the various non-DOOM items in game like the Storm bolter pistol(WH40K) or Dragonslayer&Berserk Armour(Berserk). Though small, those too could require a tweak or removal depending on how much trouble dealing with Games Workshop or Miura Sensei turns out to be.

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