Hungry Slimes on Its Way to iPhone

As some of you might now, we have recently planned to port Hungry Slimes to iPhone, as many of our friends have suggested. Porting to a different platform usually involves some complication. Each platform has its own specific features and its own specific programming framework. You cannot run the same program that runs on Android on iPhone. You can think of this as people with different languages. If you tell a wonderful story to people from China but in Spanish, probably nobody will understand.

What tool are we using?

But this language difference did not impede us to begin working on a different platform. We simply taught a new language to our games. But this time we are using a tool called MoSync, which is a multi-platform software on which apps are written once, and published to several platform. You can think of it as a translator who knows several languages. You tell your story once to him, and then he describes to the Chinese, Spanish, and English people.

But there is a small problem. While the translator can speak many languages, he can only translate from a specific language, let’s call it Mosyan!! Learning this language took us a while, but now we are familiar with MoSync, and are actively working on the translation.

Once we translate all the code for Hungry Slimes to “Mosyan”, MoSync will enable us to port Hungry Slimes not only to iPhone, but to Windows Phone and Symbian aswell. Once this project is finalized, we will be able to deploy the game on as many platforms as it supports.

What is keeping us busy?

Right now we have finished translating our game engine. In case you are wondering what a game engine is, imagine the same translator scenario. Mobile phones and computers are idiots. So you and your translator need to speak at a very low level to your audience. For example if you tell them “play that song for me”, the won’t understand. So you should tell them, “bring your mp3-player from your right pocket, use the arrow buttons until the song is highlighted, then press the play button”. It is pretty frustrating to make a conversation like this, isn’t it?

That’s where a game engine comes handy. We hard-code all possible actions required for our games, and teach them to the translator. Then when we tell the translator “play that song”, he knows what to say to everyone else and we won’t have to worry. Having a rich game engine which encapsulates almost everything (sound, graphics, complicated physics math, etc), the rest of the process of game creation is just as fun as you can imagine. And if we plan to make another game, we just speak our own everyday language again.

Once our game engine is translated and fully tested, it is just a matter of days to deploy the game to iPhone and Windows Phone. We will keep you updated through this blog, and our Facebook and Twitter pages.