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Sibblingz公司实现了社交网络和移动网络的跨平台对接

发布时间:2010-05-13 06:48:30 Tags:,,,,

社交网络(facebook)和智能手机(iphone)游戏不能对接一直是困扰开发者的一个大问题,最近听说出现了Sibblingz公司搞定了这一个迷局。ISG提供了一个例证,CrowdStar旗下的欢乐岛Happy Island,可以实现了跨平台功能,iphone和ipad都没有问题,解决Android version估计很快就能实现。

sibblingz

sibblingz

Sibblingz和CrowdStar之间有千丝万缕的相关处,他们同属于youweb旗下,由Peter Relan共同控制。

看起来,很快CrowdStar就能成为一家实现跨平台服务的游戏应用开发商。Sibblingz将带领这些开发者们突破社交网络和智能手机平台之间的障碍。他们之间的区别在于facebook游戏应用使用的是larger screen而苹果旗下用的是small tech screen。但是实际上,这两个平台游戏应用又有很多的相似之处,比如说农场游戏对于苹果的设备来讲就显得太过了,但是这些特征不过是开发者的一些调整把戏而已,并不是什么难事。

Happy-Island-on-Facebook-2

Happy-Island-on-Facebook-2

Sibblingz 的主要工作是协助开发者来消弭不同平台之间的一些小的分歧,使开发者在两个平台的处理之间不用显得太繁琐。

Most social games are either on Facebook or the iPhone, with no real interaction between the two. But there’s now one notable exception: CrowdStar’s Happy Island, which is one of Facebook’s most

successful games withmore than 10 million monthly active users. CrowdStar worked with a new company called Sibblingz on Happy Island, which will be available soon on both iPhone and iPad, with an Android version following.

Sibblingz and CrowdStar have a direct connection: both are emerged from YouWeb, the incubator run by Peter Relan. So in a sense, CrowdStar has been on the path to becoming a multi-platform social game company for a while.

The purpose of Sibblingz is to help developers get over the wall between Facebook and iPhone development. Most Facebook games are created in Flash for a larger screen, with a point-and-click interface. The iPhone uses a variety of Objective C development tools, and has a small tech screen.

But in spirit, games on Facebook and the iPhone are actually very similar, and the separation has led to a lot of duplication — for example, the farm game genre is strong on Apple’s device, yet features an entirely different set of developers.

Sibblingz wants to give the developers the ability to create the art for their games without worrying too much about the separate design tools, by placing most of the data on servers that feed into different development libraries. The main difference for most games will be the user interface, which can re-use some of the same elements between versions but must be adapted for the size and capabilities of each screen.

Of course, Android phones will soon have a high-level native ability to run Flash, as we wrote about this morning, although Sibblingz founder Ben Savage says that the games will be better if developed natively for the phone. The real question is how many people with smartphones want to switch between platforms — something of an unknown at the moment. Cross-development is almostcertainly a good idea, though, if only for the greater exposure.

Another question is whether the graphical standards on Facebook and mobile devices will remain similar. For now, the mobile devices are far more capable of running graphically intense and 3D games.

“Hopefully in HTML5, WebGL will start to pan out, but right now I can say that when we develop games for Facebook we have to keep the lowest denominator in mind,” Savage tells us.

But for now, going multi-platform looks like a good idea for almost any developer, provided the costs are low enough. Savage says that Sibblingz is handling that problem by offering its service for free, with a contractual share of future revenue.

A free platform does have a downside: Sibblingz will carefully pick who it works with. Savage says that for now, he’s interested in hearing from larger developers and those with access to branded IP, although smaller developers could potentially help handle development for their larger peers.


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