I believe the cost is for pushing apps to the app store. With iOS that is the only way to distribute and there is a cost to do so for both Android and iOS. The benefit of writing an android game is you don't have to distribute your executable through the market if you don't want, and the licensing cost to publish to the Android market is much cheaper./>It costs money to port anything to iphone, doesn't it? I'd like to eventually try my hand at creating a few new maps for you, dhm. But i'd like to play the demo first to get a feel for what you're looking for.
And maps would always be great. I can always use maps. I'm toying with the idea of having certain areas randomly-generated, but I think for the first few releases I'll stick to static maps.
11/1 EDIT: Don't want to double-post just yet, but Items are functional and I've continued cleaning the code. A barebones status effects system is in place to handle some of the ideas I've had, too.
I'm certainly releasing a demo of the desktop version by the end of the weekend. Android is a maybe. I just need to get to a point where the controls work properly for touchscreen.
















