Running on another device seems possible if this page is anything to go by. Hopefully within the next year or so we may have a fully featured engine that works multiplatform. I'm looking forward to seeing a GMOSSE or Xeno Fighters for Mac as well as XYX.Rozyrg wrote:I don't know how detailed you can get with the touch controls, that's just one method they recommended on their iOS/Android base-line spec (which has now vanished, apparently.) Something where your ship follows where you touch seems feasible too; but I don't know precisely what all is possible.Also, why the hell would you have a giant D-Pad on an iPhone for the converted program? I'd just make the entire movement touch-based like Cave games with some speed limited, seems to work just fine for them.
Assuming this ever gets past simply bullshitting about it, I'm imagining the game itself will be drastically different... if for no other reasons than having a teeny screen to work with, the player likely having a shorter attention span and potentially a finger or stylus getting in the way of the action.
-very short semi-random levels - same timing; but different enemies depending on certain factors. Some might also randomize difficulty for higher scoring potential.
-psuedo RPG elements: clear a certain number of enemies to reach the next 'grade', which level selection and your weapon's power level may depend on. A limited shop system (if only to swap out ships and restock bombs) is possible too.
Whether or not that makes for a terrible shooter (portable or otherwise), I don't know. I'll obviously need to see how well most of this works before I can worry about all the prickly details of having it run on something other device... again, assuming that's even feasible.
Don't worry about coming up with menus or any of that bullshit until that at least comes out and gives us the opportunity to port across the board.