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<blockquote data-quote="mechascorpio" data-source="post: 6383066" data-attributes="member: 68644"><p>Nailed it. I work for a software development firm, we are developing apps, and this is all true. We're a bunch of Android users, but we know where the market is right now. Beyond that, when you target the iPad, you target a very well-defined platform, one that has the majority 33% marketshare. This is so crucial in getting a first version out the door. We know the screen-size, the processor, the components available to us through Xcode and the iOS SDK, and so on. With Android, we have 10+ manufacturers to test against, and a massive variety of features in those tablets.</p><p></p><p>As for the mentions of "web based" and HTML5, a few things about that. As an aside, I used DS hands-on at Origins a few months ago. To replicate that user experience with HTML5, JavaScript and CSS would be... challenging. To have that render with any consistency across the universe of tablets, PCs, OSes, user input methods and browsers would, to me, be inconceivable at this time. In addition, HTML5 is SLOW, and in and of itself limited as to how it can manage sessions and storage, or access device functionality. There are very legitimate reasons why developers take the native app approach, especially for tablets and mobile. If you don't believe me, ask yourself: why are most of the apps on your smartphone and tablet are native? Why did Facebook back off its HTML5 roadmap for its apps? And in the PC world, why are we still dealing with [FONT=verdana, arial, helvetica, sans-serif]<span style="font-size: 10px"><span style="color: #000000">Flash, Shockwave, Java and Silverlight?</span></span>[/FONT]</p><p></p><p>[FONT=verdana, arial, helvetica, sans-serif]<span style="font-size: 10px"><span style="color: #000000">The directive from TPTB for this new digital D&D initiative was to target tablets first. The fastest way for anyone to respond to that would be with a prototype on iPad, and the most reliable way to get it to the biggest segment of that market (as outlined above) first really is to do the iPad first. </span></span></p><p><span style="font-size: 10px"><span style="color: #000000"></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"></span></span>[/FONT]As an Android tablet user, I may not like it. But as a fellow software developer, it gives me confidence that Trapdoor knows what it is doing. We can question whether or not "tablet first" was the right approach, or if Wizards perhaps should have had some parallel effort for a simple browser-based 5E character generator similar to DDI. But the scope of DungeonScape is beyond that and, based on my experience with it, I am of the opinion that that also was the right decision. When the time comes, I'll simply buy a used or refurbished iPad3 or 4, specifically for use at the gaming table, so that I can use DS sooner rather than later.</p></blockquote><p></p>
[QUOTE="mechascorpio, post: 6383066, member: 68644"] Nailed it. I work for a software development firm, we are developing apps, and this is all true. We're a bunch of Android users, but we know where the market is right now. Beyond that, when you target the iPad, you target a very well-defined platform, one that has the majority 33% marketshare. This is so crucial in getting a first version out the door. We know the screen-size, the processor, the components available to us through Xcode and the iOS SDK, and so on. With Android, we have 10+ manufacturers to test against, and a massive variety of features in those tablets. As for the mentions of "web based" and HTML5, a few things about that. As an aside, I used DS hands-on at Origins a few months ago. To replicate that user experience with HTML5, JavaScript and CSS would be... challenging. To have that render with any consistency across the universe of tablets, PCs, OSes, user input methods and browsers would, to me, be inconceivable at this time. In addition, HTML5 is SLOW, and in and of itself limited as to how it can manage sessions and storage, or access device functionality. There are very legitimate reasons why developers take the native app approach, especially for tablets and mobile. If you don't believe me, ask yourself: why are most of the apps on your smartphone and tablet are native? Why did Facebook back off its HTML5 roadmap for its apps? And in the PC world, why are we still dealing with [FONT=verdana, arial, helvetica, sans-serif][SIZE=2][COLOR=#000000]Flash, Shockwave, Java and Silverlight?[/COLOR][/SIZE][/FONT] [FONT=verdana, arial, helvetica, sans-serif][SIZE=2][COLOR=#000000]The directive from TPTB for this new digital D&D initiative was to target tablets first. The fastest way for anyone to respond to that would be with a prototype on iPad, and the most reliable way to get it to the biggest segment of that market (as outlined above) first really is to do the iPad first. [/COLOR][/SIZE][/FONT]As an Android tablet user, I may not like it. But as a fellow software developer, it gives me confidence that Trapdoor knows what it is doing. We can question whether or not "tablet first" was the right approach, or if Wizards perhaps should have had some parallel effort for a simple browser-based 5E character generator similar to DDI. But the scope of DungeonScape is beyond that and, based on my experience with it, I am of the opinion that that also was the right decision. When the time comes, I'll simply buy a used or refurbished iPad3 or 4, specifically for use at the gaming table, so that I can use DS sooner rather than later. [/QUOTE]
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