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We´ve drawn inspiration from games like Civilization, X-COM and FTL. These are games I think best played on PC. It offers the depth you might hope for when playing PC strategy. If I may ask, why do you think it would be better on tablet? I'm not disagreeing, just curious.
I have not played X-Com and Civ on ipad but played FTL on it alot and i find that playing it on my tablet is superior because i can play it anywhere without sitting on my computer as its also perfect for both short and long bursts of play.The only problem is that its not possible to mod the game sadly.
I dont have any info and technical skill about game engines but i really hope it will work out for you to release a tablet version.Aslo adding that sooner might be better if that engine gets reused for another game and ipad port could happen for it near release?
Reason I am thinking this is because the game ate up to 5gb RAM on my friends PC (he has 6gb installed, so I experienced some memory lag from time to time) and the devs said elsewhere that it's the handdrawn+very detailed animation and aesthetics that eat up so much.
As cheap/midrange tablets don't come close to having 6+gb RAM the PC version would completely dismantle them I guess.
Edit: anyhow, imo the interface even looks like it comes from mobile/was designed with it in mind imo, so from the controles viewpoint this game would be great on a tablet.
most of the interface buttons are fairly large, which helps, though it'd probably need reworking a little.
there's not a tonne of stuff going on at any given time that needs to be constantly calculated, which i believe helps keep heat and battery usage down? that's a good thing. being turn based helps a lot in that regard, obviously.
both big things for tablets.
the big thing for ports to tablets/phones is interface and time frame.
touchscreens only have one type of click, though they Do allow you to click two places at the same time. they don't allow you to 'hover', but you can 'hold' or 'drag'. a finger is nowhere near as precise as a mouse pointer, it's larger, and blocks more of the screen when used. a mobile game has to account for these things with it's interface. RE:IS already has everything except possibly "fingers are kinda big" covered in it's current interface design, i believe.
someone else mentioned before, but most mobile games are played in short bursts most of the time. any game that requires you to sit down for hours at a time to play it properly is going to struggle in that most users of mobile divices don't have hours at a go to play such games, and if they DID, would be playing them on a PC or console anyway. RE:IS already breaks up very nicely for that, so it can be played in the time waiting for appointments, or riding mass transit (or as the passenger in a car). or during a lunch hour, or whatever.
other than that, tablets have fairly powerful processors, generally, but they only have ambiant cooling, so they don't run anywhere near as close to capacity as PCs do, as a rule (to my understanding). any game that needs to calculate a tonne of things at once will run into issues as a result. RE:IS, being turn based and at least Relatively simple (looking) in terms of the calculations it makes, seems like it would, at most, take longer to, say, calculate the AI turns, and probably not by much. any 3D physics based game is obviously a no-go, RE:IS is pretty much the opposite of that.
tablets and phones typically don't have a lot of RAM or long term memory compaired to PCs. while this IS getting better, and tablets are better than phones, typically, my own fairly new (though not top of the line, i think, didn't want to break the bank) tablet has ~2gig of RAM. ... on the other hand, i'm fairly sure Android eats a lot less RAM before you even get to the program in question than Windows does. ... i forget why this was a relevant point.
summary: to be a successful* tablet game you need to hit a number of check marks. something a Lot of people don't seem to get when bemoaning the state of the mobile games market. RE:IS hits most of them already.
*non scummy/exploitative
... I'd be very tempted to buy it again so i could play on my Android tablet, actually.
err... word of warning though: price.
the way the mobile market's played out, to my understanding and experience, you have to set the price on mobile quite a bit lower to actually get sales than on PC. of course, then people seem to be willing to pay more for less when it comes to DLC... or scummy exploitative in-game currencies and other such nonsense. basically, the only games i've seen on android selling for more than ~10 bucks are Final Fantasy games, and i've got No idea how well that is or isn't working out for them. though at the same time i've got a couple of card/board games where the base game was free and they've then put out ~7 expansions for ~$7.50 each. so, yeah, mobile pricing models are Very different from PC models. 'course, if your game's actually good (which RE:IS, well, IS.) and you get people to actually buy and play it in the first place, the low prices (should) mean more people buy it...
disclaimer: i'm not a professional or expert Anything. i make no garantees of anything. consult a professional whatever before commiting resources of any kind to anything based on my comments. I'm only kind of joking here.
prices based on memory and NZ dollars. with obvious consequences.
Sorry to say I have to skip it for something that does work for the foreseeable future ;(