When designing the game content, we not only had to take into consideration the different requirements of each platform (desktop, PDA, and mobile phone). In the case of mobile phones, we also had to consider the individual mobile platforms, such as Symbian Series 60, UIQ, and i-mode phones. The aim was to reach the preferred strategic markets identified by our client.
Table 1 provides a general overview of the platform considerations for our project.
| Platform | Support | Device | Flash Player | In |
|---|---|---|---|---|
| Desktop | Desktop browsers | PC and Mac | Flash Player 7 | Browser |
| PDA's | MS Pocket PC 2002/2003 | Specific devise models | Flash Player 6 | Browser/Standalone |
| MS Pocket PC 2002/2003 Phone Edition | Specific devise models | Flash Player 6 | Browser/Standalone | |
| Mobile Phone | Symbian Series 60 | Specific devise models | Flash Lite 1.1 | Standalone |
| UIQ | Specific devise models | Flash Lite 1.1 | Browser/Standalone | |
| i-mode | Specific devise models | Flash Lite 1.1 | Browser |
In particular, we had to understand each platform's limitations and list a set of minimum requirements, such as screen resolution, screen size, processor speed, input methods, supported sounds, file dimensions, file storage, and CPU processing power. All of these requirements would influence the design and development of the game. What we learned in the process turned out to be vital as well during the testing stages of our project.