I'm sure most of you saw or heard about the iPad announcement by Apple not too long ago. After reading everything about it and pondering a bit I think that a lot of games can benefit from the increased resolution of the iPad. Rather than simply playing Rogue Touch in their "pixel doubling" mode which magnifies iPhone apps to fill most of the screen, leaving you with an even more blocky version of the same game, I am thinking of adapting an iPad specific version.
This version would probably have a scrolling view with the inventory always available on one side of the screen, and more of the dungeon visible at once. The current version at 100% zoom you can only see about 3.5 spaces left and right, and 5.5 up and down around you. The iPad version, even with constantly visible inventory in landscape mode would still allow you to see roughly 17x19 spaces at 100%, and more if you zoom out a bit.
Once you have a screen this big it may not make sense to tap around the edges of the screen anymore, or even use a d-pad. This size might support directly touching where you want to go or what monster you want to attack (if I eliminate zooming, so the tiles remain big enough to touch). Maybe swipes to take off and "run" in a certain direction, and multi-finger gestures for shooting a ranged weapon. It's pretty much an open slate, pun intended
There's some issues I have with the way Rogue Touch is coded and optimized that will make for big headaches if/when I try to change it. It would be easier for me to take Rogue Touch apart and create a new version from the pieces I think, but would people buy Rogue iPad? I think the end results would be cool, but I also have to accept the fact that maybe not enough people would care to make it worthwhile.
On my new project, since coding is not that far in depth yet I can try to plan for the iPad as I program it.
So, some questions for all:
1) Anyone have thoughts about Roguelikes on the iPad? Possible control ideas are welcome!
2) Would you like an iPad "special edition" version of Rogue Touch that takes advantage of the new device?
3) Would you prefer that my next game(s) handle the iPad special edition and iPhone/iPod in the same version, so you only have to buy one copy of the game?
4) Would you be willing to pay a bit more for "universal" games like that? Or would you prefer to only buy one version or the other for somewhat less cost. Keep in mind a universal copy will be more work, and probably end up being larger in size if I need to include extra higher resolution iPad graphics inside the app. Storage space is an issue for some people
I'm definitely curious to see what you all think. I cannot ignore the iPad, so now is a good time to decide what to do about it!