skeezix
Internal Development
hey folks,
I've been building a turn based wargame for awhile (see my post from a couple weeks ago here: here) .. its a pretty fun project to work on so the server and turn processor and all that has come along pretty well. Naturally I really should be working on multiuplayer BattleJewels, Kronos, optimizing Hatari, and working on a couple other games I've been piddling on for a year, but such is life
The client I've been waffling back and forth .. make it a browser client, versus a native client (or both, eventually, when time permits.)
I've actually started both and gotten useful results from both; for the 'greater good', a browser client is probably wisest, since then the game can be pretty easily made playable from the Pandora, as well as your browser at work or home, etc.. a much wider audience and easier cross platform. On the other hand, I can see on smaller devices (Pandora and weaker) that a browser might just 'feel wrong' for a game -- ie: you lose the top inch to browser window BS, and you get less options overall than doing a true native client. (Mind you, if the browser can go fullscreen and run smoothly etc, it might be a moot distinction. Further, one can of course embed the browser in a native client to alleviate much of the concern, but even with QT's WebKit port, its a lot of effort. Anyway.)
My question is ..
How do you _feel_ about a game client thats running in a browser, on your Pandora?
Would you invoke FireFox / Arora / etc and log into a game over the wifi network to do your turns, or would that annoy you? (aside from the concept of 'offline turns'; thats down the road anyway, the first cut of a native client would be live interactive over the network as well. So I'm asking about just the raw feal of firing up the browser to play your game turns for the day, if tou care if its browser based or not.)
Obviously that sort of thing is popular on the PC, but on your _Pandora_ would that work for you, or be a total turn off?
(Making a browser based client does run into issues .. I 've got it working pretty well and using lots of SVGs for maps, etc, but of course SVG is not widely supported since Browsers suck; firefox works fine, but iphones and Safari don't by default, most Konquerer installs don't support SVGs without a plugin, etc. I could use HTML5 canvas instead, but then you require an HTML5 supporting browser. And so on, through the usual tricks. But most people I'd care about would use Firefox or Chrome on the desktop so not really a problem there, but on the handhelds, it could be tricky ..)
I'm torn on the issue; just not sure which direction to go, as they're more or less equal (some Pros and Cons for both, but nothing that makes it an obvious swing one way or the other.)
So it comes to 'feel'; I imagine the game would just be a pnd-file that invokes the browser anyway, so its not like you'd have to run the browser then specify the url, etc; you'd fire the game up, the browser woudl come up and switch to the right URL and yo'd go from there.
jeff
I've been building a turn based wargame for awhile (see my post from a couple weeks ago here: here) .. its a pretty fun project to work on so the server and turn processor and all that has come along pretty well. Naturally I really should be working on multiuplayer BattleJewels, Kronos, optimizing Hatari, and working on a couple other games I've been piddling on for a year, but such is life
The client I've been waffling back and forth .. make it a browser client, versus a native client (or both, eventually, when time permits.)
I've actually started both and gotten useful results from both; for the 'greater good', a browser client is probably wisest, since then the game can be pretty easily made playable from the Pandora, as well as your browser at work or home, etc.. a much wider audience and easier cross platform. On the other hand, I can see on smaller devices (Pandora and weaker) that a browser might just 'feel wrong' for a game -- ie: you lose the top inch to browser window BS, and you get less options overall than doing a true native client. (Mind you, if the browser can go fullscreen and run smoothly etc, it might be a moot distinction. Further, one can of course embed the browser in a native client to alleviate much of the concern, but even with QT's WebKit port, its a lot of effort. Anyway.)
My question is ..
How do you _feel_ about a game client thats running in a browser, on your Pandora?
Would you invoke FireFox / Arora / etc and log into a game over the wifi network to do your turns, or would that annoy you? (aside from the concept of 'offline turns'; thats down the road anyway, the first cut of a native client would be live interactive over the network as well. So I'm asking about just the raw feal of firing up the browser to play your game turns for the day, if tou care if its browser based or not.)
Obviously that sort of thing is popular on the PC, but on your _Pandora_ would that work for you, or be a total turn off?
(Making a browser based client does run into issues .. I 've got it working pretty well and using lots of SVGs for maps, etc, but of course SVG is not widely supported since Browsers suck; firefox works fine, but iphones and Safari don't by default, most Konquerer installs don't support SVGs without a plugin, etc. I could use HTML5 canvas instead, but then you require an HTML5 supporting browser. And so on, through the usual tricks. But most people I'd care about would use Firefox or Chrome on the desktop so not really a problem there, but on the handhelds, it could be tricky ..)
I'm torn on the issue; just not sure which direction to go, as they're more or less equal (some Pros and Cons for both, but nothing that makes it an obvious swing one way or the other.)
So it comes to 'feel'; I imagine the game would just be a pnd-file that invokes the browser anyway, so its not like you'd have to run the browser then specify the url, etc; you'd fire the game up, the browser woudl come up and switch to the right URL and yo'd go from there.
jeff
Last edited by a moderator: