Didn't find this thread at first, thanks to Yoni for pointing me here. To reiterate, I'm one of the developers of clonk. Porting our game to a portable platform has always been subject to much discussion, so it's great to see that someone has actually made it work.
DaveN posted on Sep 4 2006 at 05:02 PM said:
So if anyone could tell me some good starting points with playing, I haven't found any infos how to get started, I just walked around, trying to kill some sharks just to later flood the sea with oil.
But one thing I found really annoying was the 'Walk right until press down' thing. I'm not confortable with the gameplay mechanics neither the original game, but I don't think this is too user-friendly. But Maybe there is a good reason for this which I just haven't seen yet.
Well, it helps to consider that Clonk has been a player-vs-player (using one keyboard) game in the past, so it's still somewhat geared towards that direction. You will find a lot of worlds that simply aren't meant to be played alone. This restricted the controls somewhat, too - keyboards stop to register key presses when too many keys are down at the same time. So the game was designed to work without the need to keep any keys pressed. We're working on some new control modes, however. It will seem more familiar for players not used to it - new alpha versions of Clonk Endeavour already support it.
Which brings me to CE... We already ported it to Linux officially, without hacks such as this Delay stuff (alpha version available
here). The graphics are OpenGL-based as of now, but I'm quite positive adding SDL won't be that much of a hassle. We already have a pretty good abstraction layer for graphics (currently one for DirectX, OpenGL, and a dummy implementation for dedicated server). To get a taste of how this works, you can have a look at the
CE source code (doesn't include Linux support yet!). I'm not quite sure, though, wether the more restricted color space of the GP2X will get in the way. I have really no idea what the platform is capable of.
You won't have to build a new frontend for CE, btw - the new engine already works without it. The long-term plan is to reduce the current frontend to some kind of developer tool.
So, any thoughts?