I submitted Relativia, an augmented reality RPG/Puzzle hybrid in the
Games: Casual/Puzzle. Sounds like that category is going to be
crowded. :)

In Relativia, you create a character from one of four species (Human,
Elf, Lepus, or Lupus) and one of four classes (Mystic, Monk, Merc, or
Mech). You play be entering the map view and searching for points of
interest (e.g. dungeons and markets) near you. Dungeons are mapped
onto local coffee shops and hotels, while markets are mapped onto
local groceries. To enter a point of interest, you must physically
travel to within 100m of the location, at which point a splash screen
notifies you that you're near enough, and may enter the dungeon/
market. Combat is in the form of a turn-based game similar to Connect
Four. You and your opponent take turns dropping tokens into a grid. If
you match 3 or more in a row you either collect mana (used to cast
spells in combat), gem dust (used to buy stuff in markets), or skulls
(which cause direct damage). Combat ends when one player's HP fall
below zero. If you've ever played Puzzle Quest or its variants, the
concept is somewhat similar. You must physically travel to markets to
buy items such as weapons and armor.

While searching for points of interest, the map view overlays dungeon
and market icons on their physical locations. When you touch an icon,
it tells you the name of the location (e.g. Starbucks), address, and
distance in mi/km. There are only five quests, 12 items, 3 spells for
each class, and 8 kinds of enemies, but I did the bulk of the work
myself, and it was a slog, let me tell you.

I got into Android app development about 6 months ago when a friend
who works at Google gave me the the G1 dev phone he'd gotten as a
holiday bonus. He didn't want it (he was already an avid iPhone user).
I loved the phone, and after poking around I found the SDK. I have
experience with Java, though no formal training. I'm a grad student
who does computational modeling. I thought writing apps would be a
nice way to supplement my meager assistantship income. I formed
Polyclef Software and started churning out apps. My first game was
Spades and an ad-supported version, Spades Free. I've since put out a
number of simple card games.

When I heard about the ADC II, I had a folder full of ideas. My top
two candidates were an inventory app and Relativia. I figured there
would be steep competition in the games categories, but it seemed a
lot more fun, and a sexier idea. I found an artist in an independent
game developers forum and commissioned him for the artwork. I had
commissioned music for a previous game, and ended up using some of
that in Relativia.

I wanted to try to develop a game that wasn't just a smaller version
of a game that could run on a PC, but a truly mobile game. I wasn't
aware that the idea of mobile RPGs had already been implemented on
Android (Parallel Kingdoms), but I thought my particular take might
have some advantages. I thought the puzzle approach to combat would
work well (Puzzle Quest was extremely popular). Originally I had
envisioned a free-range approach, where every element of the game
landscape would overlap the real world, but I worried about legal and
logistical issues (what if a node of iron ore was in the middle of a
highway, or someone's back yard?). So I restricted the augmented
reality aspect to searchable commercial locations. This potentially
has a unique monetization potential, i.e., businesses that want to
drive customers to their physical locations could pay a fee to have
their business name generated as a search term for points of interest.
Right now the search terms are generic, but could easily be replaced
with specific business names.

Anyway, I don't know if that will pan out, or if the game will even be
fun to play. At least a few friends have reacted negatively to the
idea of compelling people to physically travel to other locations to
unlock game elements (e.g., it's environmentally unsound). But I hoped
it would add the feeling of actually questing. We'll see.

I don't have a website up (I'm still exhausted from the development
this summer), but I will soon. I did 90% of the programming, though I
used some open-source resources for some of the map stuff, and
outsourced much of the art and all of the music.

As for the way the challenge has been administrated? I wish there were
more communication from Google. We didn't hear a peep out of them
until the last week in August, and many devs were beginning to wonder
if the challenge was still on, or would be delayed. I'm still not sure
how the user voting will work. What will they do if the voter sample
is extremely small? It's going to skew the results badly.

I'm just happy to have completed the app on time (I submitted it
Saturday). I learned an awful lot, and completed the most complex app
I'd done by far (which also means there's a lot more potential for
things to go wrong, but I'll try not to think about that.

Anyway, good luck to all the entrants. Hopefully I'll see you at the
finish line.
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