Mobile features in e-Adventure 2.0
I have previously posted about our research regarding the applications of e-Adventure in the mobile space. We started with a port to J2ME, seeing this platform as an easy way to run e-Adventure games on a phone. It worked, although it wasn’t flexible enough.
In the last five years phones have advanced incredibly. The explosion of iPhones and Android phones have elevated what can now be considered a “standard smartphone” and that’s why we switched to Android two years ago. We are now seeing good results, and our Android-related tools are evolving quickly thanks to the work of our talented developers.
We have led the development in two different directions. One line is porting the e-Adventure engine to the Android platform, so that it would be possible to play e-Adventure games on an Android phone. Right now we have an e-Adventure app that can connect to the network, download adapted e-Adventure games from a repository and launch them on the phone. This Android-based engine can also use features that go beyond the desktop version: we can define effects that are not triggered by a user action, but by locating the phone’s position using the GPS. We can also scan QR codes and trigger effects in the game depending on the code. Unfortunately, games that use those features cannot be edited with the current e-Adventure editor.
We have a video showing the current prototype.
In parallel, we have been working on a mobile game editor. The key idea here is to allow both teachers and students to draft or tweak existing games on the go. Imagine going on a field trip and planning an assignment of making a photo-based game of the visited environment: You can create the game on the spot, using the phone’s camera to take the pictures for the scenes that form the game. Of course this mobile editor is limited, and doesn’t allow the same complexity and fine control as the desktop editor. But it is possible to create game drafts on the go and then open them on the desktop for further refinement.
There’s a video for that too.
After developing and testing those two prototypes as branches of the e-Adventure platform, we have already started working on integrating them in our release process. As I mentioned a few posts ago, e-Adventure development is now split in two lanes: maintenance of e-Adventure 1.2 and the parallel development of a brand new e-Adventure 2.0 written from scratch. In the last technical meetings we have been designing a game engine that supports parallel development for the desktop and the mobile version. And once we are done with the engine, we will start working on the editor, incorporating a new look and feel, new game authoring metaphors and exportation support for a variety of formats.
We are not sure when we will be publishing the first betas of e-Adventure 2.0 including the mobile features, but we are sure it will be great.
