Knuckle Cracker

Creeper World 3 => Upcoming Release Chatter => Topic started by: mvp7 on March 31, 2014, 11:15:03 AM

Title: Any plans for iOS version of CW3?
Post by: mvp7 on March 31, 2014, 11:15:03 AM
I had never heard of Creeper World before I saw it on steam releases. I bought the game and I'm really enjoying it! Seems like it would be a perfect game for tablets also. Is there any plans for iOS  version (and/or maybe android?)
Title: Re: Any plans for iOS version of CW3?
Post by: Asbestos on March 31, 2014, 11:22:36 AM
There are no plans for a mobile version right now because of some problems with the game. And also because the interface is just too complicated for a phone or tablet. Keyboard shortcuts, moving the camera, etc.
Title: Re: Any plans for iOS version of CW3?
Post by: mvp7 on March 31, 2014, 11:47:54 AM
It's true that would probably not fit a phone sized device properly but I believe it would fit tablets really nice.

I haven't really played this too much yet but so far it seems like mouse alone is enough for controlling the game for most of the time and good multi-touch UI eliminates much of the need for shortcuts.

For example:
-Building tabs and and building selection could work pretty much as it is now
-move pause and time acceleration buttons to either side of the screen (separate from build window)
-visibility tab could work pretty much as it is now
-Tap-and-drag for moving turrets
-Tap (with posibility to slide your finger around the map so you can find the best spot) for placing building and another tap on the building "ghost" to confirm (effectively a double tap for quick placement)
-Double-tap-and-drag to build a line of buildings (plus tap on one of the ghosts to start building)
-Two finger pinching to zoom in and out
-two finger swipe to move camera
-maybe two/three finger tap for pause and unpause?
-haven't really needed mass selection or group movement that much but it could be double-tap, hold and drag for example
-more possibilities for customization the better (ios san andreas is good example of this)

Quote from: Asbestos on March 31, 2014, 11:22:36 AM
There are no plans for a mobile version right now because of some problems with the game. And also...

What do you mean by problems?
Title: Re: Any plans for iOS version of CW3?
Post by: Clean0nion on March 31, 2014, 11:48:49 AM
Nobody seems to consider CPU usage.
Title: Re: Any plans for iOS version of CW3?
Post by: mvp7 on March 31, 2014, 12:09:32 PM
Quote from: Clean0nion on March 31, 2014, 11:48:49 AM
Nobody seems to consider CPU usage.

I have been thinking about that. I played CW3 on my old computer that hardly runs anything anymore, I think it has 5-6 years old dual core processor or something, and I didn't have any slowdowns or lag even at 4x acceleration when fighting a sea of creeper.

From the steam page requirements of CW3:
Minimum: Single Core 2 GHz
Recommended: Dual Core 2Ghz

iPad 2 has 1 GHz dual-core and Air has 1.4 GHz dual-core processors so I'd imagine power wouldn't be problem at least in most scenarios.
Title: Re: Any plans for iOS version of CW3?
Post by: thejoe66 on March 31, 2014, 04:21:02 PM
When it comes to the CPU the minimum needed is for small maps try playing maps like metriod with minimum requirements.
Title: Re: Any plans for iOS version of CW3?
Post by: mvp7 on March 31, 2014, 04:33:37 PM
I made a little mockup picture of what CW3 could look like on ipad screen to see if it could fit (resolution 1024*768).
(http://www.mediafire.com/convkey/0495/ryvpenb1w4zbokufg.jpg)
Title: Re: Any plans for iOS version of CW3?
Post by: 4xC on June 12, 2014, 11:31:51 AM
While iOS games seem to demonstrate superior graphics, CPU games seem to demonstrate superior mechanics. (The most frustrating thing for me in iOS games is using controls on, not with, a screen you are supposed to use to see all the action.)
Title: Re: Any plans for iOS version of CW3?
Post by: tornado on June 12, 2014, 12:03:32 PM
Hey I suggested this a while back

Nice GUI
Title: Re: Any plans for iOS version of CW3?
Post by: J on June 12, 2014, 12:09:51 PM
On an iPhone screen you can put up to ~20 medium sized buttons, so let's say we'll divide the screen in 20 squares. For each CN we need a square for energy/AC information. We need a big pause button and the build menu (which must be put in a seperate menu). Then 25% of the screen is occupied already and we still need to find a good place for the speed buttons. Probably just one button that switches between 1x and 4x speed. Only 70% of the screen is available to show what's happening on the map. Then you really need event tags, which will take up another 15-25% of the screen. Ever imagined playing games on a half iPhone screen? Not fun. On an iPad this isn't a problem, as long as you design the menu's correctly. And if maps are correctly designed (limit custom maps to 128x150), CPU wouldn't be much of a problem too.
Title: Re: Any plans for iOS version of CW3?
Post by: tornado on June 12, 2014, 03:59:20 PM
The I pod problem is solvable
Simply mark the application as an iPad only