[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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