The Goal: One Game, Every Screen
Ascendant Continuum will be available on:
- Mobile (iOS & Android phones)
- Tablets (iPads & Android tablets)
- Desktop (Windows, Mac, Linux)
As a solo developer learning game development from scratch, this is both exciting and challenging. I'm figuring out how to make the experience feel natural on each platform while keeping it manageable as one person.
Why Cross-Platform?
Players Should Choose Their Device
Everyone has different preferences:
- Some people love playing games on their phone during commutes
- Others prefer the larger screen of a tablet for more detailed experiences
- Desktop players appreciate mouse/keyboard precision and big monitors
Rather than force one option, I want to support all of them. Players should be able to pick what works best for their lifestyle.
Accessibility Through Choice
Different platforms help different needs:
- Mobile: Built-in accessibility features (VoiceOver, TalkBack), always available
- Tablet: Larger touch targets, easier for motor control challenges
- Desktop: External assistive devices, screen readers, customizable input
By supporting multiple platforms, I'm also supporting more accessibility options without building everything from scratch.
The Design Challenges I'm Learning
1. Touch vs. Mouse/Keyboard
The challenge: Rituals need to feel good whether you're drawing with your finger or clicking with a mouse.
What I'm learning:
- Touch interfaces need larger hit areas (fingers are less precise than cursors)
- Desktop can support more complex controls (keyboard shortcuts, right-click menus)
- Both need to feel intentional and satisfying
// Example: Detecting input type in Unity
void DetectInputMethod() {
if (Input.touchCount > 0) {
// Touch input - adjust UI for fingers
buttonSize = 60px;
} else {
// Mouse input - can use smaller, precise elements
buttonSize = 40px;
}
}
2. Screen Size Variations
The challenge: A 6-inch phone screen is very different from a 27-inch desktop monitor.
What I'm learning:
- Design for the smallest screen first (phone), then scale up
- Use Unity's Canvas Scaler to adapt UI dynamically
- Critical info should always be visible, even on small screens
- Desktop can show more details and helper text
3. Performance Across Devices
The challenge: Phones have less power than gaming PCs.
What I'm learning:
- Optimize for mobile first (if it runs well on a phone, it'll fly on desktop)
- Use quality settings to scale graphics up for powerful devices
- Test on older devices, not just the latest hardware
// Quality settings adjustment
void SetQualityBasedOnPlatform() {
#if UNITY_ANDROID || UNITY_IOS
QualitySettings.SetQualityLevel(1); // Medium quality for mobile
#else
QualitySettings.SetQualityLevel(2); // High quality for desktop
#endif
}
Features That Work Everywhere
Rituals & Sigil Drawing
- Mobile/Tablet: Draw with your finger using touch
- Desktop: Draw with mouse, or use keyboard shortcuts for quick selections
Real-World Integration
- Mobile: GPS location, real-time weather, accelerometer
- Desktop: IP-based location (less precise but still functional), weather API, optional GPS with external devices
Progress Sync
Start on your phone, continue on desktop. Firebase handles cross-platform save syncing so you never lose progress.
What I'm Still Figuring Out
Mobile-Specific Features
Some features work better on mobile (GPS, camera, always-with-you notifications). I'm learning how to make these optional but valuable, rather than essential. Desktop players shouldn't feel like they're missing core experiences.
Desktop Advantages
Desktop has more screen space and precision input. I'm exploring how to use that without making the mobile version feel limited. Maybe detailed stats, expanded lore, or community features work better on big screens?
Testing Across Platforms
As a solo dev, I can't test on every device. I'm learning to:
- Use Unity's Device Simulator for different screen sizes
- Test on my own phone (Android) and laptop (Windows)
- Use cloud testing services for iOS devices I don't own
The Learning Curve
I'm not a professional game developer - I'm learning as I build. Cross-platform design adds complexity, but it also feels right for the type of game I want to create.
Helpful Resources I've Found:
- Unity's UI Toolkit documentation (responsive design patterns)
- Game dev YouTube channels (Brackeys, Sebastian Lague)
- Trial and error (lots of rebuilding UI when I realize something doesn't scale)
Why I'm Sharing This
I'm documenting my journey as I build, not as an expert giving advice. If you're also learning game development, maybe seeing someone else figure things out in real-time is helpful.
Cross-platform design is challenging, but it's also rewarding. When a ritual feels good on both a phone and a desktop mouse, that's a small victory worth celebrating.
What's Next
- Continue refining touch controls for mobile
- Add keyboard shortcuts for desktop power users
- Test on more devices (borrowing friends' tablets and phones)
- Optimize performance for mid-range Android devices
This is a learning journey, and I'm figuring it out one platform at a time.