Wishlist/Games

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=== Games on OpenMoko ===
+
{{Wishlist}}
  
This is the page to centralize the suggestions for creating games on the OpenMoko device.
+
=== Games on Openmoko ===
  
 +
This is the page to centralize the suggestions for creating games on the Openmoko device. See also existing [[Games]].
  
===== General ideas about games on OpenMoko =====
+
===== Implemented and/or working =====
* Every turn-based game should be possible with on screen buttons.  
+
* [http://www.kloonigames.com/blog/general/crayon-physics-deluxe-on-a-tablet-pc/ crayon physics deluxe] and [http://numptyphysics.garage.maemo.org/ Numpty Physics] You play with crayons and physics. The goal of the game is to move the red ball so that it collects the stars. You can cause the red ball to move by drawing physical objects.(DONE)
* As long as we don't have multitouch, we can only do one thing at a time. Action games should need only one main control action most of the time such as moving somewhere on a 2D plane, aiming in 3D, drawing a path, ... Special items and actions are possible but should only be needed from time to time. There is no solution for first person shooter type games where you move and aim independently.
+
* Pong - classic (DONE many version)
* The finger getting into the way of seeing what's going on is a problem. Most games would probably need a stylus. Games with first person aiming can be controlled with a thumb in one corner of the screen, however you'd probably need one of them thumbstraps they make for the DS so that your thumb glides over the screen with ease.
+
* [http://www.frozen-bubble.org/ Frozen Bubble], '''version 1 in openembedded'''
* Kent Karlsson about multiplayer: "What do you guys think about creating a nice lib which makes it easy for games to support different multiplayer modes? Live connection over Bluetooth and/or GPRS (Perhaps mixed). Play by mail over email or sms. It would be awesome if we could switch between the modes as well for games where it makes sense. I realize that it won't be hard for any game to add the support, but keeping friends list and creating everything on a per-game basis is just plain unnecessary". Note: This is not just games, its any p2p stuff. A promiscuous mode offering anyone around by GPS+configurable server(s) or by bluetooth would be cool.
+
* [http://www.scummvm.org/ ScummVM] - Allows you to run certain classic graphical point-and-click adventure games. '''in openembedded''', '''Done - see [[Scummvm]]'''
* GPS can be used for location based games. An example is [http://codeninja.de/tron/ Tron]. If you find any more good ones, list them! I have links of interest to location-based/Alternate Reality games in my [http://del.icio.us/tallpaul/games+street del.icio.us pages]
+
* [http://www.ufoot.org/liquidwar Liquid War] Liquid War is a unique multiplayer wargame. (DONE / WorkInProgress)
 
+
* [http://www.mame.net/ MAME] - Multiple Arcade Machine Emulator.  This versatile emulator turns a given platform into a powerful gaming system.  It has been ported to WinCE and many UNIX flavors as well.  It would be wonderul to have this on the Openmoko. '''xmame is in openembedded'''
What is not possible without magic tricks / an external controller:
+
* Classic first person shooters, action adventures, jump 'n' runs
+
* Emulators for classic systems
+
  
 
===== Existing game concepts that could be realized =====
 
===== Existing game concepts that could be realized =====
* Simple Flash games like [http://www.albinoblacksheep.com/flash/squares2.php  Squares2] are often very addicting and good for short playing sessions. Other examples: Bejewelled, Zoo Keeper, [http://novelconcepts.co.uk/FlashElementTD/ Flash Element TD ],  ...  
+
(If you know some freesoftware implementation, put link)
 +
 
 +
* Simple Flash games like [http://www.albinoblacksheep.com/flash/squares2.php  Squares2] are often very addicting and good for short playing sessions. Other examples: Bejewelled, Zoo Keeper, [http://novelconcepts.co.uk/FlashElementTD/ Flash Element TD ],  [http://www.addictinggames.com/4secondfrenzy.html 4 second frenzy] ...  
 
* A classic shooter can work well with continous fire and touchscreen controls. An example is Kenta Cho's Java version of [http://www.asahi-net.or.jp/~cs8k-cyu/java/noiz2_e.html Noiz2]   
 
* A classic shooter can work well with continous fire and touchscreen controls. An example is Kenta Cho's Java version of [http://www.asahi-net.or.jp/~cs8k-cyu/java/noiz2_e.html Noiz2]   
* Same is true for a 3D shooter with no/seldom used additional controls. For example a combat flying game like Hunt for the [http://www.smallrockets.com/pc/baron/ Red Baron]. You can control the speed with a slider, shoot rockets and drop bombs with special buttons but those are things you only need from time to time. Most of the time you are shooting continously and aiming which can be done in the corner of the touchscreen (so it doesn't obstruct your view).  
+
* Same is true for a 3D shooter with no/seldom used additional controls. For example a combat flying game like Hunt for the [http://www.smallrockets.com/pc/baron/ Red Baron]. You can control the speed with a slider, shoot rockets and drop bombs with special buttons but those are things you only need from time to time. Most of the time you are shooting continously and aiming which can be done in the corner of the touchscreen (so it doesn't obstruct your view). Use accelerators for steering?
 
* Osu! Tatakae! Ouendan/Elite Beat Agents - Rhythm-based touching of circles and paths on the screen is a great concept and shouldn't be that difficult to pull off if you leave out some of the great presentation.
 
* Osu! Tatakae! Ouendan/Elite Beat Agents - Rhythm-based touching of circles and paths on the screen is a great concept and shouldn't be that difficult to pull off if you leave out some of the great presentation.
 
* Pac Pix - The necessary shape-recognition would probably be difficult to manage with a small budget but the general idea is quite cool.
 
* Pac Pix - The necessary shape-recognition would probably be difficult to manage with a small budget but the general idea is quite cool.
 
* Kirby Canvas Curse - Again, not easy to do with a small budget.
 
* Kirby Canvas Curse - Again, not easy to do with a small budget.
 +
* Burning Sand/Falling Sand- already supported on a DS [http://siebn.de/]
 +
** try [https://projects.openmoko.org/projects/particule/ Particule]
 +
* Breakout - all you need to do is move the paddle back and forth
 +
* [http://de.wikipedia.org/wiki/Bridge_Builder Bridge Builder] - setting up Architectures, with a limited Budget and see if it can withstand. Doesn't have to be limited on Bridges.
 +
* Volfied - you cut pieces of the screen while dodging baddies and you win when you get to X%. (This probably mean something like [http://games.kde.org/kde_arcade.php KBounce], or another jezz ball clone)
  
 
===== Candidates for porting/cross compiling =====
 
===== Candidates for porting/cross compiling =====
* [http://www.openttd.com Transport Tycoon Deluxe]. Very possible, in fact the author of the Palm & GP2X ports of the game is already interested in OpenMoko.
 
* [http://www.aeonflame.com/ Gloop Zero] - A little like physics-based Lemmings. Get the liquid from one part of the level to another with tools like path-drawing, bombs, anti-gravity...
 
* [http://www.clickgamer.com/moreinfo.htm?pid=4188&section=PALM Plazmoids!] - A space game with screen-size levels. Move your ship around by touching where it should go. Collect the plazmoids (asteroids) by catching them in your elastic tractor beam (lots of simple physics again), shoot enemies with a button or double tap.
 
* [http://redshift.hu/ Legacy] (and successor The Quest) - Classic first person turn based RPG. Movement and menus can completely be controlled with the touchscreen.
 
* [http://www.warfareincorporated.com/ Warfare Inc.] - A full real time strategy game is no problem with a touchscreen. In fact, it's a lot of fun!
 
* [http://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic Heroes of Might and Magic] maybe can be port this [http://www.pocketheroes.net/ Pocket Heroes] for PocketPC
 
* Command & Conquer and Red Alert - [http://sourceforge.net/projects/freera/ FreeRA] or [http://freecnc.org/ FreeCNC]
 
 
* [http://www.fade-team.com/acedior.htm Acedior] - A classic graphic adventure game.
 
* [http://www.fade-team.com/acedior.htm Acedior] - A classic graphic adventure game.
* Frozen Bubble
+
* Checkers, Chess, Minesweeper (interesting touchscreen variation: [http://toyspring.com/3dm/ 3D Mines] by Toyspring, Solitaire, Mahjong, Connect Four, Tic-tac-toe, Black Jack
 +
* [http://sourceforge.net/projects/freera/ FreeRA] - Command & Conquer and Red Alert
 +
* [http://freecnc.org/] - FreeCNC
 +
* [http://dosbox.sourceforge.net/ DOSBox] - would give the Opportunity to emulate any DOS-based OS (such as Win32 and Win95, and so on... even the ZX-spectrum and Commodore emulators), run various compilers (such as C, BASIC, perhaps even JAVA?) and play DOS Games like [http://www.abandonia.com/games/en/466/LandsofLore.htm Lands of Lore] or perhaps even the Terminal Velocity if soundblaster could be emulated??? [http://www.youtube.com/watch?v=GLyrXTL683g]-- bitbake recipe (and platform-independent source-code) already exists, but the emulator is too slow without optimisation configuration/code changes -- http://www.flickr.com/photos/pitcherfamily/1155008255/in/pool-openmoko/ . All of this can be done from the MicroSD card, while user simply adds more power to the telephone device turning it into a powerful 400Mhz PC.
 +
* [http://www.nongnu.org/enigma/ Enigma] A tilt maze-like puzzle game with 1000 levels (requires LUA).
 +
* [http://freeciv.wikia.com/wiki/Main_Page Freeciv] - a Free and Open Source empire-building strategy game inspired by the history of human civilization. The game commences in prehistory and your mission is to lead your tribe from the stone age to the space age...
 +
* [http://www.tucows.com/preview/9259 Gem Drop]
 
* GJeweled
 
* GJeweled
* [http://www.bridgebuilder-game.com Bridge Builder]
+
* [http://www.aeonflame.com/ Gloop Zero] - A little like physics-based Lemmings. Get the liquid from one part of the level to another with tools like path-drawing, bombs, anti-gravity...
 +
* [http://gnome-sudoku.sourceforge.net/ Gnome Sudoku]  (some sudoku DONE)
 +
* [http://web.mit.edu/xiphmont/Public/gPlanarity.html gPlanarity] would be a nice stylus game.
 +
* [http://heroes.sourceforge.net/index.html Heroes] - Tron/Nibbles game with many additional features, nice 2D graphics with "cool" effects and multiplayer
 +
* [http://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic Heroes of Might and Magic] maybe can be port this [http://www.pocketheroes.net/ Pocket Heroes] for PocketPC
 +
* [http://redshift.hu/ Legacy] (and successor The Quest) - Classic first person turn based RPG. Movement and menus can completely be controlled with the touchscreen.
 +
* [http://www.mess.org/ MESS] - Multiple Emulator Super System. To emulate old computers like TI 99/4A, C64, ...
 +
* [http://icculus.org/neverball/ Neverball] - Move-ball-in-a-maze game, could be great with the accelerometers.
 +
* Nintendo (DS) Emulator (SNES, NES)
 +
* [http://treacle.hewwo.com/jazz/oj/ OpenJazz] Jazz Jackrabbit clone, needs original data. Would need some external controller or [http://wiki.openmoko.org/wiki/Hardware:Neo1973:Alternate_Cases:Digital_gaming that] alternate case
 
* Pipe Dreams
 
* Pipe Dreams
* ScummVM
+
* [http://www.clickgamer.com/moreinfo.htm?pid=4188&section=PALM Plazmoids!] - A space game with screen-size levels. Move your ship around by touching where it should go. Collect the plazmoids (asteroids) by catching them in your elastic tractor beam (lots of simple physics again), shoot enemies with a button or double tap. need to find a similar game with the sources...because porting a game without access to its sources is nearly impossible
* [http://www.tucows.com/preview/9259 Gem Drop]
+
* Racing Games, like [http://vdrift.net/ VDrift], [http://ecksdee.sourceforge.net/ Ecksdee] or more likely [http://www.emhsoft.com/ttrooper/ Torus Trooper]
* that addictive Photo game where you have to spot the 5 differences in x seconds
+
* [http://www.chiark.greenend.org.uk/~sgtatham/puzzles/ Simon Tatham's Portable Puzzle Collection] is GTK based and includes, among others, both Sudoku and Planarity style games called Solo and Untangle.
* Checkers, Chess, Minesweeper (interesting touchscreen variation: [http://toyspring.com/3dm/ 3D Mines] by Toyspring, Solitaire, Mahjong, Connect Four, Tic-tac-toe, Black Jack
+
* That addictive Photo game where you have to spot the 5 differences in x seconds
* Creating a Nethack port could be done. Tony said on the list: "I'm not entirely sure yet. I imagine I'll first do a text port with a "portal" view (in which you only see a part of the screen at a time), and a user-selected font size. Then I'd try a tiles-based port. It all depends on how readable the text is on the small screen."
+
* [http://www.t-o-m-e.net TOME] - Roguelike set in Tolkien universe (2.x is current, 3.0 is in devel) that makes wide use of lua scripting, TOME and maybe some modules or other standalone versions such as [http://www.furytech.net/furyband/furyband.php Furyband] should be playable with a virtual keyboard on the go or with a real usb/bluetooth keyboard.
* [http://www.mame.net/ MAME] - Multiple Arcade Machine Emulator. This versatile emulator turns a given platform into a powerful gaming system. It has been ported to WinCE and many UNIX flavors as well. It would be wonderul to have this on the OpenMoko.
+
* [http://www.viceteam.org/ Vice] - emulates some of old 8-bit computers, especially Commodore 64 and 128.
 +
* [http://www.warfareincorporated.com/ Warfare Inc.] - A full real time strategy game is no problem with a touchscreen. In fact, it's a lot of fun!
 +
* [http://www.widelands.org/ Widelands] A Settlers 2 clone
 +
* [http://www.wesnoth.org/ Battle for Wesnoth] The turn-based game on Linux. Active development, nice community, 100% addiction factor. There is also a [http://www.wesnoth.org/wiki/WesnothOnLinuxPDAs port on linux pda] that we could use. Here is info how to get it running on FreeRunner: [http://www.wesnoth.org/forum/viewtopic.php?f=5&t=22124&start=0&st=0&sk=t&sd=a]
 +
* [http://www.wormux.org/wiki/en/index.php wormux] (it works without 3d acceleration) the game is playable in 640x480 even if the icon play and quit of the menu aren't displayed entierely(but we can click on them)
 +
* [http://www.xmoto.tuxfamily.org X-Moto] - A cross game like Elastomania (but better ^^) that can be runned with SDL instead of OpenGL which it normally uses.
  
===== Thoughts about alternative gaming controls =====
+
===== General ideas about games on Openmoko =====
* Do USB controllers work with the unpowered USB? (Please answer if you know!)
+
* A proper OpenGL ES library (preferably SDL) for the SMedia chip.
 +
* An easy network library for Bluetooth and/or GPRS connectivity.
 +
* Every turn-based game should be possible with on screen buttons.
 +
* Action games should need only one main control action most of the time such as moving somewhere on a 2D plane, aiming in 3D, drawing a path. Special items and actions are possible but should only be needed from time to time. Moving and aiming independently could be done by using the accelerometers for walking and the touchscreen for aiming.
 +
* The finger getting into the way of seeing what's going on is a problem. Most games would probably need a stylus. Games with first person aiming can be controlled with a thumb in one corner of the screen, however you'd probably need one of them thumbstraps they make for the DS so that your thumb glides over the screen with ease.
 +
* GPS can be used for location based games. An example is [http://codeninja.de/tron/ Tron]. Links to location-based/Alternate Reality games in these [http://del.icio.us/tallpaul/games+street del.icio.us pages]
 
* Bluetooth controllers should be supported. I am especially thinking about the Nintendo Wii remote.
 
* Bluetooth controllers should be supported. I am especially thinking about the Nintendo Wii remote.
* If version 2 of the hardware has an accelerometer a [http://www.rubylane.com/shops/molotov/item/SUN1769 tilt maze ball game] is possible.
+
* Virtually Real Games; the Openmoko, with it's network connectivity and loads of basic features, could be used to invent/encourage a new(ish) style of game that mixes reality and tech. A basic version would be urban tag; you get close to someone and the buzzer beeps faster, say. There's so many more creative possibilities though.
 +
 
 +
What is not possible without magic tricks / an external controller*:
 +
* Classic first person shooters, action adventures, jump 'n' runs
 +
* Emulators for classic systems
 +
* Network lib for easy Bluetooth and/or GPRS connections.
 +
* Bluetooth controllers should be supported. I am especially thinking about the Nintendo Wii remote.
 +
 
 +
===== Accelerometer based games =====
 +
* Sliding block games, to reassemble pictures.
 +
* Rolling ball games, where you navigate a ball or balls through a maze.
 +
** Multiplayer versions of the above - who can get the ball to the hole first?
 +
* Motorbike game...do you imagine rear up your Ninja taking up your phone??
 +
* PlanetPenguinRacer-like game.
 +
* Snake
 +
* 2D Spacefight game (up/down -maybe left/right- to navigate your fighter and shot button(s))
 +
 
 +
 
 +
 
 +
*Reallife RPG Firstpersonshooter
 +
 
 +
**RL-RPG-FPS
 +
**Neo as board computers
 +
 
 +
**Bluetooth DEVICE with:
 +
***3d Accerometer
 +
***3d compass
 +
*** various buttons to fire etc.
 +
 
 +
**wlan servers as gamarea
 +
*** with shot direction becomes via compass
 +
*** own psoition via gps
 +
*** kind of the weapon
 +
*** over wlan transfer
 +
*** and enemydevice announces hit
 +
 
 +
 
 +
 
 +
 
 +
<nowiki>*</nowiki>Much of this could be accomplished with [http://wiki.openmoko.org/wiki/Wish_List#More.2FCustom_Input_Method_Widgets Custom Input Method Widgets] for the keyboard.
 +
 
 +
[[Category:Software ideas]]

Latest revision as of 22:28, 18 June 2009

Wishes warning! This article or section documents one or more OpenMoko Wish List items, the features described here may or may not be implemented in the future.

Contents

[edit] Games on Openmoko

This is the page to centralize the suggestions for creating games on the Openmoko device. See also existing Games.

[edit] Implemented and/or working
  • crayon physics deluxe and Numpty Physics You play with crayons and physics. The goal of the game is to move the red ball so that it collects the stars. You can cause the red ball to move by drawing physical objects.(DONE)
  • Pong - classic (DONE many version)
  • Frozen Bubble, version 1 in openembedded
  • ScummVM - Allows you to run certain classic graphical point-and-click adventure games. in openembedded, Done - see Scummvm
  • Liquid War Liquid War is a unique multiplayer wargame. (DONE / WorkInProgress)
  • MAME - Multiple Arcade Machine Emulator. This versatile emulator turns a given platform into a powerful gaming system. It has been ported to WinCE and many UNIX flavors as well. It would be wonderul to have this on the Openmoko. xmame is in openembedded
[edit] Existing game concepts that could be realized

(If you know some freesoftware implementation, put link)

  • Simple Flash games like Squares2 are often very addicting and good for short playing sessions. Other examples: Bejewelled, Zoo Keeper, Flash Element TD , 4 second frenzy ...
  • A classic shooter can work well with continous fire and touchscreen controls. An example is Kenta Cho's Java version of Noiz2
  • Same is true for a 3D shooter with no/seldom used additional controls. For example a combat flying game like Hunt for the Red Baron. You can control the speed with a slider, shoot rockets and drop bombs with special buttons but those are things you only need from time to time. Most of the time you are shooting continously and aiming which can be done in the corner of the touchscreen (so it doesn't obstruct your view). Use accelerators for steering?
  • Osu! Tatakae! Ouendan/Elite Beat Agents - Rhythm-based touching of circles and paths on the screen is a great concept and shouldn't be that difficult to pull off if you leave out some of the great presentation.
  • Pac Pix - The necessary shape-recognition would probably be difficult to manage with a small budget but the general idea is quite cool.
  • Kirby Canvas Curse - Again, not easy to do with a small budget.
  • Burning Sand/Falling Sand- already supported on a DS [1]
  • Breakout - all you need to do is move the paddle back and forth
  • Bridge Builder - setting up Architectures, with a limited Budget and see if it can withstand. Doesn't have to be limited on Bridges.
  • Volfied - you cut pieces of the screen while dodging baddies and you win when you get to X%. (This probably mean something like KBounce, or another jezz ball clone)
[edit] Candidates for porting/cross compiling
  • Acedior - A classic graphic adventure game.
  • Checkers, Chess, Minesweeper (interesting touchscreen variation: 3D Mines by Toyspring, Solitaire, Mahjong, Connect Four, Tic-tac-toe, Black Jack
  • FreeRA - Command & Conquer and Red Alert
  • [2] - FreeCNC
  • DOSBox - would give the Opportunity to emulate any DOS-based OS (such as Win32 and Win95, and so on... even the ZX-spectrum and Commodore emulators), run various compilers (such as C, BASIC, perhaps even JAVA?) and play DOS Games like Lands of Lore or perhaps even the Terminal Velocity if soundblaster could be emulated??? [3]-- bitbake recipe (and platform-independent source-code) already exists, but the emulator is too slow without optimisation configuration/code changes -- http://www.flickr.com/photos/pitcherfamily/1155008255/in/pool-openmoko/ . All of this can be done from the MicroSD card, while user simply adds more power to the telephone device turning it into a powerful 400Mhz PC.
  • Enigma A tilt maze-like puzzle game with 1000 levels (requires LUA).
  • Freeciv - a Free and Open Source empire-building strategy game inspired by the history of human civilization. The game commences in prehistory and your mission is to lead your tribe from the stone age to the space age...
  • Gem Drop
  • GJeweled
  • Gloop Zero - A little like physics-based Lemmings. Get the liquid from one part of the level to another with tools like path-drawing, bombs, anti-gravity...
  • Gnome Sudoku (some sudoku DONE)
  • gPlanarity would be a nice stylus game.
  • Heroes - Tron/Nibbles game with many additional features, nice 2D graphics with "cool" effects and multiplayer
  • Heroes of Might and Magic maybe can be port this Pocket Heroes for PocketPC
  • Legacy (and successor The Quest) - Classic first person turn based RPG. Movement and menus can completely be controlled with the touchscreen.
  • MESS - Multiple Emulator Super System. To emulate old computers like TI 99/4A, C64, ...
  • Neverball - Move-ball-in-a-maze game, could be great with the accelerometers.
  • Nintendo (DS) Emulator (SNES, NES)
  • OpenJazz Jazz Jackrabbit clone, needs original data. Would need some external controller or that alternate case
  • Pipe Dreams
  • Plazmoids! - A space game with screen-size levels. Move your ship around by touching where it should go. Collect the plazmoids (asteroids) by catching them in your elastic tractor beam (lots of simple physics again), shoot enemies with a button or double tap. need to find a similar game with the sources...because porting a game without access to its sources is nearly impossible
  • Racing Games, like VDrift, Ecksdee or more likely Torus Trooper
  • Simon Tatham's Portable Puzzle Collection is GTK based and includes, among others, both Sudoku and Planarity style games called Solo and Untangle.
  • That addictive Photo game where you have to spot the 5 differences in x seconds
  • TOME - Roguelike set in Tolkien universe (2.x is current, 3.0 is in devel) that makes wide use of lua scripting, TOME and maybe some modules or other standalone versions such as Furyband should be playable with a virtual keyboard on the go or with a real usb/bluetooth keyboard.
  • Vice - emulates some of old 8-bit computers, especially Commodore 64 and 128.
  • Warfare Inc. - A full real time strategy game is no problem with a touchscreen. In fact, it's a lot of fun!
  • Widelands A Settlers 2 clone
  • Battle for Wesnoth The turn-based game on Linux. Active development, nice community, 100% addiction factor. There is also a port on linux pda that we could use. Here is info how to get it running on FreeRunner: [4]
  • wormux (it works without 3d acceleration) the game is playable in 640x480 even if the icon play and quit of the menu aren't displayed entierely(but we can click on them)
  • X-Moto - A cross game like Elastomania (but better ^^) that can be runned with SDL instead of OpenGL which it normally uses.
[edit] General ideas about games on Openmoko
  • A proper OpenGL ES library (preferably SDL) for the SMedia chip.
  • An easy network library for Bluetooth and/or GPRS connectivity.
  • Every turn-based game should be possible with on screen buttons.
  • Action games should need only one main control action most of the time such as moving somewhere on a 2D plane, aiming in 3D, drawing a path. Special items and actions are possible but should only be needed from time to time. Moving and aiming independently could be done by using the accelerometers for walking and the touchscreen for aiming.
  • The finger getting into the way of seeing what's going on is a problem. Most games would probably need a stylus. Games with first person aiming can be controlled with a thumb in one corner of the screen, however you'd probably need one of them thumbstraps they make for the DS so that your thumb glides over the screen with ease.
  • GPS can be used for location based games. An example is Tron. Links to location-based/Alternate Reality games in these del.icio.us pages
  • Bluetooth controllers should be supported. I am especially thinking about the Nintendo Wii remote.
  • Virtually Real Games; the Openmoko, with it's network connectivity and loads of basic features, could be used to invent/encourage a new(ish) style of game that mixes reality and tech. A basic version would be urban tag; you get close to someone and the buzzer beeps faster, say. There's so many more creative possibilities though.

What is not possible without magic tricks / an external controller*:

  • Classic first person shooters, action adventures, jump 'n' runs
  • Emulators for classic systems
  • Network lib for easy Bluetooth and/or GPRS connections.
  • Bluetooth controllers should be supported. I am especially thinking about the Nintendo Wii remote.
[edit] Accelerometer based games
  • Sliding block games, to reassemble pictures.
  • Rolling ball games, where you navigate a ball or balls through a maze.
    • Multiplayer versions of the above - who can get the ball to the hole first?
  • Motorbike game...do you imagine rear up your Ninja taking up your phone??
  • PlanetPenguinRacer-like game.
  • Snake
  • 2D Spacefight game (up/down -maybe left/right- to navigate your fighter and shot button(s))


  • Reallife RPG Firstpersonshooter
    • RL-RPG-FPS
    • Neo as board computers
    • Bluetooth DEVICE with:
      • 3d Accerometer
      • 3d compass
      • various buttons to fire etc.
    • wlan servers as gamarea
      • with shot direction becomes via compass
      • own psoition via gps
      • kind of the weapon
      • over wlan transfer
      • and enemydevice announces hit



*Much of this could be accomplished with Custom Input Method Widgets for the keyboard.

Personal tools

Games on OpenMoko

This is the page to centralize the suggestions for creating games on the OpenMoko device.


General ideas about games on OpenMoko
  • Every turn-based game should be possible with on screen buttons.
  • As long as we don't have multitouch, we can only do one thing at a time. Action games should need only one main control action most of the time such as moving somewhere on a 2D plane, aiming in 3D, drawing a path, ... Special items and actions are possible but should only be needed from time to time. There is no solution for first person shooter type games where you move and aim independently.
  • The finger getting into the way of seeing what's going on is a problem. Most games would probably need a stylus. Games with first person aiming can be controlled with a thumb in one corner of the screen, however you'd probably need one of them thumbstraps they make for the DS so that your thumb glides over the screen with ease.
  • Kent Karlsson about multiplayer: "What do you guys think about creating a nice lib which makes it easy for games to support different multiplayer modes? Live connection over Bluetooth and/or GPRS (Perhaps mixed). Play by mail over email or sms. It would be awesome if we could switch between the modes as well for games where it makes sense. I realize that it won't be hard for any game to add the support, but keeping friends list and creating everything on a per-game basis is just plain unnecessary". Note: This is not just games, its any p2p stuff. A promiscuous mode offering anyone around by GPS+configurable server(s) or by bluetooth would be cool.
  • GPS can be used for location based games. An example is Tron. If you find any more good ones, list them! I have links of interest to location-based/Alternate Reality games in my del.icio.us pages

What is not possible without magic tricks / an external controller:

  • Classic first person shooters, action adventures, jump 'n' runs
  • Emulators for classic systems
Existing game concepts that could be realized
  • Simple Flash games like Squares2 are often very addicting and good for short playing sessions. Other examples: Bejewelled, Zoo Keeper, Flash Element TD , ...
  • A classic shooter can work well with continous fire and touchscreen controls. An example is Kenta Cho's Java version of Noiz2
  • Same is true for a 3D shooter with no/seldom used additional controls. For example a combat flying game like Hunt for the Red Baron. You can control the speed with a slider, shoot rockets and drop bombs with special buttons but those are things you only need from time to time. Most of the time you are shooting continously and aiming which can be done in the corner of the touchscreen (so it doesn't obstruct your view).
  • Osu! Tatakae! Ouendan/Elite Beat Agents - Rhythm-based touching of circles and paths on the screen is a great concept and shouldn't be that difficult to pull off if you leave out some of the great presentation.
  • Pac Pix - The necessary shape-recognition would probably be difficult to manage with a small budget but the general idea is quite cool.
  • Kirby Canvas Curse - Again, not easy to do with a small budget.
Candidates for porting/cross compiling
  • Transport Tycoon Deluxe. Very possible, in fact the author of the Palm & GP2X ports of the game is already interested in OpenMoko.
  • Gloop Zero - A little like physics-based Lemmings. Get the liquid from one part of the level to another with tools like path-drawing, bombs, anti-gravity...
  • Plazmoids! - A space game with screen-size levels. Move your ship around by touching where it should go. Collect the plazmoids (asteroids) by catching them in your elastic tractor beam (lots of simple physics again), shoot enemies with a button or double tap.
  • Legacy (and successor The Quest) - Classic first person turn based RPG. Movement and menus can completely be controlled with the touchscreen.
  • Warfare Inc. - A full real time strategy game is no problem with a touchscreen. In fact, it's a lot of fun!
  • Heroes of Might and Magic maybe can be port this Pocket Heroes for PocketPC
  • Command & Conquer and Red Alert - FreeRA or FreeCNC
  • Acedior - A classic graphic adventure game.
  • Frozen Bubble
  • GJeweled
  • Bridge Builder
  • Pipe Dreams
  • ScummVM
  • Gem Drop
  • that addictive Photo game where you have to spot the 5 differences in x seconds
  • Checkers, Chess, Minesweeper (interesting touchscreen variation: 3D Mines by Toyspring, Solitaire, Mahjong, Connect Four, Tic-tac-toe, Black Jack
  • Creating a Nethack port could be done. Tony said on the list: "I'm not entirely sure yet. I imagine I'll first do a text port with a "portal" view (in which you only see a part of the screen at a time), and a user-selected font size. Then I'd try a tiles-based port. It all depends on how readable the text is on the small screen."
  • MAME - Multiple Arcade Machine Emulator. This versatile emulator turns a given platform into a powerful gaming system. It has been ported to WinCE and many UNIX flavors as well. It would be wonderul to have this on the OpenMoko.
Thoughts about alternative gaming controls
  • Do USB controllers work with the unpowered USB? (Please answer if you know!)
  • Bluetooth controllers should be supported. I am especially thinking about the Nintendo Wii remote.
  • If version 2 of the hardware has an accelerometer a tilt maze ball game is possible.