Are there plans to bring this game to android devices?
Thanks Gents.
I was about to post a harty Nelson Muntz’s “Ha -Ha” when I saw who posted the question.
You know kids, I shot Dom down once. He was in the strogg flyer thing, and I was a lonely soldier with a noob toob. One of the happiest moments of my ETQW career.
As an Android developer… tell me about it
Having said that, I do find that when coding OpenGL it is significantly “less faffy” to support multiple devices when compared to Android UI, so long as you don’t use too many extensions.
Is there still any hope on RAD Soldiers coming to Android or am I just beating a dead horse?
I hope so let us play with the green robot Google is adressing the fragmentation problem with a new tool?
Android has a big following here in the office (especially among programmers) and it’s obviously hugely popular around the world as well. Since RAD Soldiers is Splash Damage’s and WarChest’s very first mobile game and we’re still finding our feet in this particular space, we’ve decided to focus our efforts on a single platform / OS for now.
So, in other words, it’s an iOS exclusive at the moment, but we’re also mindful of the countless pleas to bring it to platforms.
Given the fact that Android holds 50% market share and iOS “only” 30% what was the reason to focus on iOS first above Android?
Others can probably elaborate on this, but fragmentation (# of different devices / OS versions) was a factor, especially since RAD Soldiers is our first mobile game.
Even with iOS tending to be a smaller slice of the pie it tends to be more lucrative. iOS users tend to pay more than Android users and overall the profits tend to be greater if you have to limit yourself to a single platform and you choose iOS.
It’s also a little more tricky to make sure the code works well on Android as there are a lot of different devices running it where iOS has less variation in hardware and OS version. So you can focus on the core development without a lot of fuss around special support dev.
There’s also less piracy (less, not none) on iOS, but that really isn’t a factor in a f2p game.
But at the end of the day: as long as the game is making money it makes sense to get it onto every platform possible. More people playing means a bigger community passing on word of mouth and enticing friends in and more people spending money on the game.
I’d guess the plan is to see how it goes on iOS and if it takes off then start converting to Android and PC, etc.