The Journey  
The Game

The Paper - Page 2 - Introduction

The Workflow of C++ Game-Development on a Series 60 Platform device

Andreas Jakl, Revision 1.0, July 2004

Chapter 1 Introduction

This paper describes the experience that was gained during the development of a location-based adventure game for Symbian OS. It aims to aid new developers in getting to grips with Symbian OS. Even though the situation is changing, a developer for mobile phones is still some kind of a pioneer. Symbian OS is still rather new, compared to the other development platforms which have been around for a much longer time. In contrast to those, no vast resources are available to aid developers in doing their job. A lot of time can be spent researching routines and functions, which should be easy to implement. There are some guides around which target issues that might arise. However, most of them are only about how to use individual functions or give a general overview of the architecture, papers helping with the general workflow are scarce. Nevertheless, or maybe even because of that, it is more fascinating than many other areas of software development.

This paper tries to provide some helpful tips and methods to make development for Symbian OS easier. Even we cover only a tiny fraction of what may need to be done, every small bit of information will be helpful to the developers. Having many tips collected and described in one paper could potentially save you a lot of time. To provide a more practical background, an innovative location-based adventure game called The Journey has been developed. Based on this, several components of Symbian OS and Series 60 are described, which lack documentation or where a working implementation might be more useful than reading the theoretical basics.

After a short overview of what has to be done before development with Symbian OS can start, including an overview of IDEs, an installation guide for the SDK and a description of the application concept., the game is described. The paper goes through suggestions for the workflow and has instructions on how to get the game to run with the SDK. This is followed by a more detailed description of the most interesting concepts implemented in the game, along with source code examples. Finally, the paper is concluded with a short summary of the most important results and facts.

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