Just wanted to share a bit more on CowPotato I did all the gameplay, which first meant building a 3D game engine. I'm new to Java and Android, only dabbled in OpenGL, etc -- there was a bit of a learning curve. It felt like quite an achievment to have spinning triangles on screen after only a month :)
The basic timeline -- focused on the gameplay part, not the menus, scoring, etc: May 27-29 -- met Chris F at Google I/O, he pitched the game idea to me June 22 -- Spinning triangles representing what eventually would be cows July 27 -- cow model, aiming with the finger, potato trajectory physics Aug 15 -- Hit detection, scoring, aiming with trackball Aug 24 -- Beta release to market Aug 27 -- Cows fight back Aug 31 -- ADC2 release Getting smooth performance is tricky, of course. In the end I think we were getting 26-30fps pretty consistently. I spent a lot of time creating an efficient engine, but there are still noticeable hiccups at times -- something we'll probably always have to deal with. A lot of effort went into gameplay trade-offs that make it bearable if we can't maintain a consistent framerate. That's the thing about game / mobile development especially: huge constraints, making trade-offs and architectural choices that would be unconscionable in other situations. Overall I enjoyed working with the Android platform. The tools are good (and cross-platform, very nice), pretty good reference docs and sample apps. I'm looking forward to using what I've learned (and hopefully the engine I developed) to get some more games into the market in the near future. Jeremy --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

