[Kde-games-devel] Re: KDE games strategy
Aaron J. Seigo
aseigo at kde.org
Wed Jul 27 02:39:55 CEST 2011
On Tuesday, July 26, 2011 16:43:07 Inge Wallin wrote:
> * Improve the separation of engine and UI so that we can create new UI's for
> smartphones, tablets and other form factors
the challenge with having separate UIs is that the maintenance burdon raises
and for projects with minimal resources this can produce rather unfortunate
results from spreading focus (see kontact and kontact touch for a good example
of this).
for the kinds of games in the module, if you need a separate UI for touch then
the desktop UI is also probably sub-optimal. for the kinds of games in the
kdegames modules (perhaps with a few exceptions) there really should be no
need for separate interfaces for touch- and mouse-driven interaction.
menubars and toolbars, small popup dialogs (e.g. "high scores" dialogs) and
other such "mouse oriented chrome" are entirely unecessary and even get in the
way of enjoying the games even on the desktop.
the game selection in kpat or the game setup in kbattleship are nice examples,
and well known games like "plants versus zombies" or "angry birds" pull these
things off rather nicely too imho ...
oh, and of course, all truly touch-friendly games will quickly end up on the
Plasma Active image :)
--
Aaron J. Seigo
humru othro a kohnu se
GPG Fingerprint: 8B8B 2209 0C6F 7C47 B1EA EE75 D6B7 2EB1 A7F1 DB43
KDE core developer sponsored by Qt Development Frameworks
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