Here is the first video of Archibald’s Adventures running on my iPhone device. Only few things need to be fixed before the game can go gold:
We need to polish default controls a bit, we are still not sure how to combine virtual gamepad and mouse-like controls. Maneuvering Archibald using a finger the same way as using a mouse on PC can be a bit confusing if virtual gamepad is visible on screen, mostly for people who don’t have experience with PC version.
Also we need to go through all levels in the game and fix few places where the game gets more difficult on iPhone than on PC, mostly because performing several actions at once is not so easy with one finger
And of course we need to test the game on iPod Touch and original iPhone, but I don’t expect any problems here.
Several technical details about the game:- Archibald will run locked at 30 fps on iPhone. At this frame rate the CPU usage is about 35% on average, which is fine and won’t drain battery too much and the gameplay is still smooth enough. Without locking the frame rate the game’s fps varies between 45 and 60 (depending on amount of rendered graphics).
- All sprites and textures are loaded at startup and occupies 12MB in memory (textures are stored in format using 2 bytes per pixel). Only images from intro, outro, credits and ingame texts are loaded and unloaded dynamically on demand.
- Most textures are same as in PC version. Only fonts, intro, outro and few other images are special. Levels are rendered scaled down to 80% in comparison with PC. Bilinear filtering ensures high quality of the scaling.
- Sounds and music are not different from PC version. For music we use MODs with up to eight playing channels. Because of the MOD format we are able to keep entire music under 900kB in the application bundle.
- Size of the entire application bundle is 9.1MB so far.
Tags: Archibald's Adventures