PlaneShift
Gameplay => General Discussion => Topic started by: Xaladin Kerag on August 23, 2014, 07:11:14 am
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So, I have heard that someone is developing a Homebrew Channel for the 3DS. This got me thinking...
What if someone made a PlaneShift client for the 3DS or even the Older DS systems, through an R4 card or otherwise?
I've been entertaining this idea for some time, and I've yet to come to a conclusion about it. Would I be the only one interested in this, or would it get some (more competant than I) programmers to help me with my cause, or possibly push me in the right direction?
Either way, I will start drawing up (albeit crappily done) concept artwork for both the 3DS and the DS versions, and post them when I am happy with their looks.
Animal Crossing players might notice that I'm taking a page from their tomes as to how the lower screen will be handled. This might or might not change, depending on how everything turns out.
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We've tossed around the idea of putting Planeshift on the mobile platform before, but it's been nixed pretty quickly each time. The biggest reason is that PS still has a long way to go just as a PC game.
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We've tossed around the idea of putting Planeshift on the mobile platform before, but it's been nixed pretty quickly each time. The biggest reason is that PS still has a long way to go just as a PC game.
To be honest, wouldn't it be easier to get started NOW, so that they develop concurrently and simultaneously? Either way, it may or may not matter, as I'm starting to write up the basic gui concepts, and will continue to persue this. If not for practicality, then I shall do it as a challenge.
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It's not even so much for the sake of practicality. I'd hazard a guess that, from the Dev Team's perspective, it's coding time and effort that's better spent improving the existing game client.
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What would you do with PS on a 3DS?
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What would you do with PS on a 3DS?
Obvious: Play it.
Not Obvious:
The story behind me wanting this to happen, is the fact a friend of mine dosn't have a PC. This essentially means he cannot play PS, even though he wants to. Also, the fact that I work a LOT and still live with my parents, sad to say. Can't have friends over after certain times, and we usually go hang somewhere until 4am. This being said, I don't have a portable PC...
It's not even so much for the sake of practicality. I'd hazard a guess that, from the Dev Team's perspective, it's coding time and effort that's better spent improving the existing game client.
Hell, I'll put up the work if need be. I just need a push in the right direction.
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PS uses a lot of resources. I'm not sure how well it would fare on a cell phone or tablet.
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PS uses a lot of resources. I'm not sure how well it would fare on a cell phone or tablet.
This too. If you check the minimum requirements page on the main site, PS needs at least 1GB of RAM, 1GB of hard drive storage, and a 2.4 Ghz processor. That's a massive amount of RAM for a mobile platform; there's no way that would be even close to feasible on the 3DS. By comparison, most tablets are running in the 1.5Ghz range (4th gen iPad is 1.4Ghz), and that's usually on just a dual or single-core processor. And that's not even including the graphics card requirements. And be mindful that these are the minimum requirements. The recommended specs bump the requirements up to 3.0Ghz and 2GB of RAM and storage space. That's just not going to happen on a mobile device.
In short? There's just no way you could get Planeshift as it is now to run satisfactorily on a tablet or mobile gaming device. And streamlining the game down in terms of resource requirements would be unfeasible and impractical.
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In short? There's just no way you could get Planeshift as it is now to run satisfactorily on a tablet or mobile gaming device. And streamlining the game down in terms of resource requirements would be unfeasible and impractical.
This is true as the game is now, but I think it would be a good idea for someone to put out a "Lite" version for older machines, less powerful notebooks, etc. When I started playing this game in 2010 I had trouble getting it to run on my laptop that was less than 6 months old at the time. As a free open source game, it's going to attract players who probably don't necessarily have money to spend on good gaming PCs. Also, since a lot of the appeal of the game is RP and community (which mostly happens via text/chat), the nice graphics and effects are pleasant but not really necessary or central to the enjoyment of the game.
Art makes up roughly 90% of my installation directory. A PlaneShift Lite version could just have lower polycount meshes, lower resolution textures, and reduced or removed graphical effects and shaders. I don't have a lot of experience with modifying meshes, but there is probably a tool in blender for polycount reduction.
A PS-Lite version could easily be a stepping stone toward a tablet/mobile version.
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In my opinion it could be awesome to have a "mobile PlaneShift" but I see a major problem: CrystalSpace should be ported to the ARM architecture and that means it should be capable to use the OpenGL ES if it doesn't already.
A lite version for older hardware could be easier to make probably.
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In my opinion it could be awesome to have a "mobile PlaneShift" but I see a major problem: CrystalSpace should be ported to the ARM architecture and that means it should be capable to use the OpenGL ES if it doesn't already.
A lite version for older hardware could be easier to make probably.
So this: http://permalink.gmane.org/gmane.comp.graphics.crystalspace.tracker/6764 (http://permalink.gmane.org/gmane.comp.graphics.crystalspace.tracker/6764)
This means that CrystalSpace DID at one point have compatability with ARM, and once it does again, it makes this possible!
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Let me give you all a few thoughts on mobile PS
I have a Windows 8.1 tablet, fully capable of running PS, and I do on occasion. I tried playing it with the touch movement function enabled, and using the onscreen keyboard, and it was........barely playable, at best. Finite functions would not work, such as training, pvp, or typing up lengthy sentences in a short time.
It was fun, though.
I have managed to attach a bluetooth keyboard and mouse, and that's a lot more fun. However, Android or iOS architecture will not support full functionality at this time.
So while it might sound like fun, it really is best when using a system with full input capability.
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:thumbup: any effort to make PS more accessible
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Let me give you all a few thoughts on mobile PS
I have a Windows 8.1 tablet, fully capable of running PS, and I do on occasion. I tried playing it with the touch movement function enabled, and using the onscreen keyboard, and it was........barely playable, at best. Finite functions would not work, such as training, pvp, or typing up lengthy sentences in a short time.
It was fun, though.
I have managed to attach a bluetooth keyboard and mouse, and that's a lot more fun. However, Android or iOS architecture will not support full functionality at this time.
So while it might sound like fun, it really is best when using a system with full input capability.
Well, what do you think about this:
openpandora.org (http://openpandora.org)
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It's a thought, but from my experience, ANYTHING less than a full sized keyboard will just not cut it for a game of this complexity, unless the developers create a smaller, more navicable-by-multiclick/some other means HUD/GUI whatever you want to call it...
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Because the click-to-move interface worked SO well back in the day. :D
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It didn't.
But I think you knew that :p
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I'm just saying, PS neds to support Oculus Rift too. While we're on the topic of ideas that will never come through :P
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I like the old school feel of PS. Give me more muddy textures and blocky meshes, please. :D
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Yeah! Oculus Rift! On ps4! Life through the eyes of your character! Total immersion! NEVER LEAVE YOUR ROOM! RP THE DIRTY STUFF IN /TELL!!