Moving left and right was not too difficult to solve: let’s use a virtual floating pad. This is a question we knew well, thanks to our previous porting experiences. ![]() The player needs to move the character easily, run to the left, the right, crouch, and jump. ![]() On Dead Cells, one of the key features is movement. Now that a first build is here and works, it is time to start thinking about the UX and do some mock-ups and tests. For Dead Cells, the main challenge was to take all the controls and find a way to make them enjoyable on mobile. We knew (and will always know) that a mobile port will never be the exact same experience as it was on the original platform (PC or console). Having a look at the original controls (feel the pain) Unfortunately, Dead Cells won’t be supported on “old” devices but (thanks to QA) we are confident that it can run smoothly on all supported devices.Ģ. However, with a little experience it gets easier. It does require some hard work and I’m still really impressed with the work our developers are doing. Porting a game, specifically on mobile, is not trivial. I’m not saying this was easy - on the contrary, it was a very difficult task, but not impossible. So, there were no technical blockers (we won’t talk about the Haxe/Heaps engine here and that’s not my place to do so anyway). It’s an awesome platform with a huge reach and there’re already some awesome games on it and…Ok I’ll stop here, this is for another article (sorry, but I do love mobile). So, if you’re planning a Switch version, please have a look at mobile and see if it would fit. However, generally speaking, high-end mobile devices nowadays are very close to a Nintendo Switch in terms of technical power. We won’t talk about the Android platform with strong GPU disparity etc. Obviously, there are some additional constraints on the technical side, such as the variety of devices to manage, specific texture optimization, RAM usage, not to mention various OS versions. The thing to know about mobile nowadays is that mobile devices are way more powerful than what a lot of people expect. Spoilers: there weren’t.Ī Switch version was also in the pipeline, so we weren’t that worried about it. We made a very rough first build, without controls or anything, just to check performances and see if there were any technical blockers. The first thing we did before anything else, was to make sure the game could run on mobile devices. Now that you’ve got the setup, here we go: how do you port the precise, frenetic, action-packed, controller-centric roguevania game that is Dead Cells to mobile and tablets devices that utilize a single touch screen? 1. Even its developers didn’t believe it was doable on mobile, due to this complexity. We previously worked on Shiro Games’ Evoland 2, a complex 20-hour-long RPG. However, we’ve tackled challenging ports before. When we started working on Dead Cells, we couldn’t even imagine what challenges were waiting for us around the corner. What a challenge! (And some pressure on our heads.) It was a big day for Playdigious since Dead Cells won several prestigious awards, got some amazing coverage and of course a lot of players and us loved the game. One year ago, Motion Twin ( Dead Cells’ developers) entrusted us to take on the challenge of bringing Dead Cells on mobile and granted us full latitude. ![]() It is a premium game on PC, on consoles and it is a premium game on mobile. First of all, before anyone asks: yes, Dead Cells will be a premium mobile game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |