07/18/2012, 01:14 AM
why no android? four (+1 new with edit) points to note:
Originally Posted by OldSkoolVWLover
2. monetization question
3. ability to go pure native
4. size limit on android market
first; the platform is fragmented, so many different screen sizes to deal with and there is a problem when it comes to being able to identify a reliable OS base (2.2, 3.0, 4.0+?) - most carriers/manufacturers do not provide OS updates. also, to ensure good quality, we would need to work with all the main devices, testing et al = costs lots of money. you can check the fragmentation of the OS here:
Dashboards | Android Developers
second; most android phones are subsidized and the general user population is not willing to pay for applications; it is very simple to root android devices, and piracy is rampant. but this isn't the main hurdle for us not to provide an android version.
third; due to issue #1, to go true native; you had to mess around with JNI calls in the early days, but as of 2.3+, you can use NativeActitivy (which, does make things a little easier)
NativeActivity | Android Developers
the bottom line is that we've put our focus on platforms that had a good monetization ecosystem - now with the Kindle Fire (amazon store et al); android is definitely an option for us to consider, there is no technical reason why we would not support it. in fact, with Windows Phone 8 announcing support for C/C++ applications - it is also on our list. the great news is we do not have to modify the game at all - just provide the platform layer
edit: lastly; there was a 50MB size limit for the google app market, so any app larger had to host the additional resources themselves and it would be an initial download after install - this has since been lifted; most developers i have heard about have complained they are paying for hosting of pirated apps instead of just the paid ones - the increase also meansCaveman HD is now officially feasible on android.
i hope that answers your questions