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mobile version #429

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DreadKnight opened this issue Sep 7, 2013 · 3 comments
Open

mobile version #429

DreadKnight opened this issue Sep 7, 2013 · 3 comments
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brainstorm Still need to figure out details about this coding This issue requires some programming marketing Spreading the word about the project pipeline Affects how the project is being developed visuals Various things that easily catch the eye

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@DreadKnight
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DreadKnight commented Sep 7, 2013

Even if the game can virtually run on any type of device due to the technologies used, it doesn't provide a very good experience on smart phones atm, so if it's worth it and we have the resources required, I propose some specific changes.

Current problems

  • graphics are currently optimized for 1080p, so background should have smaller versions, same goes for the creatures, or they could be pixel art, most likely without the need for proper animations.
  • too many small hexagons, they should either be increased in size or have better ways to handle precision, such as UI controller or scaling up the grid. Chrome on Android enlarges the area you tap, allowing for another tap to increase precision, this is slower and sometimes not good enough. Camera could allow zoom in and panning using gestures.
  • the UI should be rather minimalistic, displaying usable abilities and skip, but device gyroscope could be put to good use allowing to tilt in one of the 4 directions which would each be associated with an action. The unit queue could be replaced with numbers near the creature health indicators. Stats would also be replaced with indicators near health when targeting an ability, showing if there's a damage boost or reduction on specific targets. Effects and de/buffs would probably be showcased visually around every affected unit on the combat field.
  • the overview could use tweaking as well, to not require scrolling in order to see the materialize button, so the top tabs could vanish, being able to use the back button to close the overview; graphics could also be streamlined, like no 300 dpi for card backgrounds, lower resolutions, the stats could be simple png or svg (no need for animations on hover).
  • area of effect abilities that require a target location are rather hard to deal with, perhaps a cursor could be considered as a game object and moved around by swiping in order to be able to hover hexagons like on a PC; could also use UI controller or gyroscope for doing that, but it would require testing; a certain hexagon could be selected and have 6 rather big arrows on each of its edges in order to allow for rather easy but tedious re-positioning to a proper spot.

There should be custom tailored Android and iPhone version distributed through their software centers, this would save bandwidth while making the games playable offline.

  • save bandwidth and space
  • increased performance and speed
  • playable offline, useful if bots are added or boss fights, maybe use bluetooth or BEAM to engage nearby players?
  • streamlined UI (creature + abilities + skip + indicators)
  • fullscreen view, no more browser interface

Basically it will be the same game but trimmed down around the edges, having tailored graphics and code for phones.
Could probably peek at VCMI or Heroes 2 some more but they're ported games and rather horrible from what I've seen.
The main menu can also be optimized, showing fewer options and bigger buttons, also a QR code scan mode, allowing to just join a game on a different machine (like a smart TV running in kiosk mode) and just use the phone as controller.
mock-ups coming soon!
When viewed from a mobile device, the website should also point to app for that specific type of operating system.

@DreadKnight
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This tutorial can help with figuring out current resolution and picking different sized assets accordingly
http://www.codetuto.com/2014/04/multi-screen-game-development-in-phaser.html

@DreadKnight
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@DreadKnight
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This article gave me some inspiration http://www.emanueleferonato.com/2015/04/23/how-to-lock-orientation-in-your-html5-responsive-game-using-phaser

So if playing on a phone, rotating it in portrait mode could actually display the active unit's stats card.
The materialization screen could work in a similar fashion, seeing the artwork cards of available units that are within plasma budget, tapping on a card could have it rotate to display the stats and swiping left and right could switch to other units, a button under the card could select it for materialization or swiping the card up (mimicking a gesture of throwing the card into the screen / combat). Alternate implementation could allow clicking the card in order to see modifiers or info and while swiping down the card to rotate it.

@DreadKnight DreadKnight added marketing Spreading the word about the project pipeline Affects how the project is being developed labels Mar 19, 2017
@DreadKnight DreadKnight removed the artwork This issue involves creating visual assets label Jun 15, 2020
@DreadKnight DreadKnight added this to PWA Oct 17, 2024
@DreadKnight DreadKnight moved this to In Progress in PWA Oct 17, 2024
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Labels
brainstorm Still need to figure out details about this coding This issue requires some programming marketing Spreading the word about the project pipeline Affects how the project is being developed visuals Various things that easily catch the eye
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