25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>Building</strong> <strong>Game</strong> Worlds<br />

222<br />

U L T I M A T E G A M E D E S I G N<br />

you have the processing speed to take advantage of button simultaneity.<br />

Some <strong>game</strong> developers, in an effort to use the single button available, use<br />

the single key press, the hold, and the release to determine things such as<br />

momentum in a golf swing, for instance.<br />

These are only a few of the factors, but each poses limitations that play a role in determining<br />

exactly which kinds of <strong>game</strong>s you can build. It’s an interesting time for cell<br />

phone <strong>game</strong> development, because to many developers who have been around for<br />

awhile, today feels much like the early days in <strong>game</strong> development when <strong>game</strong> devices<br />

like the early consoles (Intellivision, Atari 2600) had very limited processing power<br />

and memory to work with.<br />

DESIGN ISSUES FOR CELL PHONES<br />

It’s time to dust off that 1970s material and sit down to review it for a moment. I’m<br />

not kidding. The newer phones have small color screens. Hey, at least we can use<br />

some color. They still have limited processing and memory power. Also, the programming<br />

APIs (Application Programming Interface (API) is a method given by an<br />

operating system or application program that allows a programmer writing a <strong>game</strong><br />

to make requests of the operating system or some other application) for developing<br />

on the phones are limited. They do not currently include much of the functionality<br />

<strong>game</strong> programmers have access to on every other platform, like scaling, image flipping,<br />

and complex mathematical functions.<br />

What does this mean? It means that the kind of <strong>game</strong>s you build cannot be processor-intensive,<br />

cannot be memory hogs, and must be visible on tiny color screens.<br />

Ouch! You must always remember, however, that these are the early days, and these<br />

days will pass. Much more sophisticated gaming applications will be available<br />

shortly. Until then, you need to try to satisfy <strong>game</strong>rs and create new <strong>game</strong>rs in the<br />

best way possible given your limitations.<br />

Figures 9-4 and 9-5 demonstrate two sample <strong>game</strong>s built for J2ME-compatible<br />

phones. Figure 9-4 shows a puzzle <strong>game</strong> built for an I-Mode phone (F503i) for the Asian<br />

wireless market. Figure 9-5 is an example of a platform-style <strong>game</strong>. This type of <strong>game</strong><br />

pushes the phone handset hardware to its limits, since most cell phone handsets require<br />

that an application fit within a 64K–100K file size or impression. Newer models hitting<br />

the market are making slightly more memory available for applications like <strong>game</strong>s.<br />

Even with a slight increase in memory availability, most <strong>game</strong>s we’re familiar with<br />

require processing ability, so building a platform <strong>game</strong> with satisfying speed performance<br />

on a cell phone handset is no easy task.<br />

Keep in mind that developers of content for cell phones need access to the airwaves<br />

(to the carrier providing service to a phone) to build and update <strong>game</strong>s easily. What if

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!