[quote=“utunnels, post:35, topic:1726”]I think the biggest problem is a playable layout with touch screen only. I tried landscape view before, standard DDA size (640x400) leaves only a strip at the bottom, which can be used to place a menu. There are also some spaces on left or right side of the screen, which can be used to add buttons or just extend the display area to 800x400.
I’ve tried to place a keyboard (semi-transparent) on top of the playable area in photoshop, unfortuantely, it is very disturbing because the game interface is text based. I think I’ll abandon this idea.[/quote]
Agreed, I think a workable layout is crucial, but it’s only going to get us so far due to the limitations on the number of characters we can fit on screen and the number of characters we use for input.
I’ve been playing with the port on and off, and it’s working great other than the wasted space and input difficulties (not utunnels’ fault of course). I can only imagine it would be even worse once you progress to later in the game and start having a large inventory, but it’s far more playable than I would have thought. It does make me plan out my moves a lot more than I would on a PC due to avoiding wasted keypresses.
Ideas:
For anything where you’re selecting from a list of items (construction, crafting menus, inventory) we could pop up a native android menu with scrolling support, etc in order to make the selection instead of relying on our hand-drawn popup menus. The good news is we’re migrating to a unified menu interface right now, and we might be able to have just a little adjustment to the backend to make this happen.
We had someone take a stab at a menu interface a while back, and with this we might want to resurrect that and polish it up, this (along with some adjustments to the default keymap) could go a long way toward reducing the number of keypresses required to perform most tasks. If I’d known at the time that an Android port was feasable, we probably would have worked that in then.
I think shifting the status parts of the display to the bottom of the screen so the map can take the full width of the screen might be relatively easy, the offsets are hardcoded, but they’re at least properly generating curses windows, so there’s a chance that we can swap them out to be derived from some master variables and make them adjustable. Portrait layout might even bbe preffereable for some desktop users.
Popup windows might be more difficult, then again the new popup backend might save our bacon there too, alowing the change to be made in a single place.
Even with the map taking up the full width of the screen, the view will be more restricted than what we’ve become accustomed to, so streamlining view shifting and look around behavior will be nice. I’m thinking both touch-based view shifting and heuristic-based view shifting would be nice. By heuristic-based I mean the thing I’ve been planning to add for months and months where the view automatically shifts in the direction you’re walking or driving. I’ve kinda let that feature slide since it’s not a pain point any more with my screen being big enough to display the entire view area. Adding “snap to bla” to the look around command would be nice to let you get a quick look at points of interest around you. The V menu is a lifesaver for looking at nearby items.
P.S. I highly recommend Hacker’s Keyboard as an onscreen keyboard for playing, it has quick access to many more keys than is usual for Android OSKs.