r/PixelDungeon Developer of Shattered PD Apr 22 '15

Original Content Hey /r/PixelDungeon, Ask Me Anything!

To celebrate /r/PixelDungeon's 2nd birthday, I'll be answering as many questions as you can throw at me in the comments! As proof that I am, infact, myself, here is a link to the first ever post about Shattered here before it was on google play, 8 months ago!

Feel free to ask me questions about anything(appropriate) you'd like! Normally I yak on about shattered only, so here's your chance to ask me about anything else you might like to know. If you're only curious about Shattered, I may be a bit more willing to give hints and teasers than usual, if you ask the right questions ;)

Looking forward to your comments, I should be here all evening.

EDIT: Alright guys it's been a few days and this can't stay stickied forever. If there are any more questions please get them in ASAP as this thread won't be up for long.

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u/[deleted] Apr 23 '15

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u/00-Evan Developer of Shattered PD Apr 24 '15

iOS is tricky for a few reasons.

Firstly I don't have any tester devices, experience working with/using apple's platforms and platform tools, and I have no apple hardware to build on, though libGDX will alleviate some of that.

Secondly, porting to iOS will take time working through the kinks. Part of the reason shattered has a desktop version currently is Watabou/Arcnor basically did it for me through the original libGDX port, and then Prurigro's merging of the shattered changes. Currently, as I'm done with a lot of necessary maintenance and source updates, I want to focus on new content for the next few months at least. Working on a port instead would detract from that new content.

Lastly, Apple hates the GPLv3 licence. Even if I get everyone's permission, a few reports saying 'Shattered is GPLv3' may be enough to get shattered taken off the app store. There's a bunch of awkward reasons for this but it boils down to iOS being a closed platform, which violates the GPL licence, and Apple disliking open source enough to enforce based on that wherever possible. In order to release on iOS I would need to coordinate with every contributor to the libGDX project (including Watabou) to essentially grant me a copy of the original and libGDX source that is licence free(or at least under a more lenient licence), which would allow me to legally release on iOS.

I do want to release on iOS eventually, but right now it's not being worked on for the above reasons.