I thought that I would address a question that I have been asked a lot since announcing this project:
Why is it for iPhone only?
Firstly, it isn’t.
It is true that we are using the iPhone and iPad as the lead platform. There are many reasons for this that are not actually relevant to anyone other than us. It is the process that gets us to a final release. But, we don’t intend to stop there.
When I first introduced the concept to Mike, I really was only thinking of iPhone. It was after all pre iPad.
However when we started this a few weeks ago, Mike introduced me to a product called Airplay SDK.
One benefit of this SDK is that we can continue to code in C++ rather than Objective-C. The main reason this is a great benefit even though I wanted to develop a larger project in Objective-C and that I have moved on from C++, is that The Midnight Engine was written in C++ and making that work under the SDK was going to be a whole lot easier and quicker than recoding. That brings me to the second benefit. Because the Midnight Engine has been live, in particular for Lords of Midnight, then we start we a good base – most of the previous logic has been coded.
The fall out of looking at Airplay was that it is multi-platform. It allows for targeting the following platforms.
iOS, Android, Samsung Bada, Symbian, Windows Mobile, BREW, Palm/HP webOS, and Maemo. It also supports, through its partner product Airplay Arcade, the Sony PSP.
A further benefit is that you can also target Windows Desktop and OSX Desktop.
So you can see, it’s an attractive option.
So, our focus is on iOS. But the intention is to exploit as many of the other platforms available to us that we can.