Warships: Sea on Fire, the game I have been working on lately (at Tequila Mobile, the mobile game dev company where I’m employed) is finally on sale for iPhone and iPad. It’s adaptation of classic Battleship game , with touch screen controls and nice graphics. It is distributed under I-play’s (iplay.com) name. You can find it by searching for “Warships” on the iTunes or by following these iTunes links:
Warships: Sea on Fire (iPhone version)
Warships: Sea on Fire (iPad version)
Porting to iPad
The greatest challenge in this project was preparation of the iPad version of the game. I only had a couple of days to port it (iPhone version was already completed) and be in time for iPad’s launch. Of course I didn’t have real device, so everything had to be done on emulator. Both iPhone and iPad emulators are very good, but it’s hard to define speed of games on them – especially when they use OpenGL. In addition, emulator not necessarily mirrors the “true” iPad. Static library linking worked fine on emulator, but application wouldn’t run properly on device.
iPad version changes
Eventually we managed to compile it properly and it was accepted by Apple.When you port iPhone game to iPad, it’s very hard to fill that big screen with game content. Of course, you can upscale graphics and leave everything as it is, but we were required to change something in the iPad version. In “Warships”, to utilize that big screen, we made whole playing field visible at once. iPhone version scrolls itself to show each player’s area during consecutive game turns. In addition, there were also some minor UI changes.
All in all, it was interesting experience to create a game on iPad before it’s launch. Now, when we have the device, development of our next titles will be easier. Some games, especially those with multitouch controls and speed dependant gameplay are nearly impossible to test on emulator.






