316 lines
12 KiB
Plaintext
316 lines
12 KiB
Plaintext
page.title=Building TV Games
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page.tags=tv, games, controller
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helpoutsWidget=true
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page.image=images/games/game-controller-buttons_2x_crop.png
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page.metaDescription=How to bring your games to Android TV, including recommendations and examples.
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page.article=true
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@jd:body
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<div id="qv-wrapper">
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<div id="qv">
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<h2>In this document</h2>
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<ol>
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<li><a href="#display">Display</a></li>
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<li><a href="#control">Input Devices</a></li>
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<li><a href="#manifest">Manifest</a></li>
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<li><a href="#gpgs">Google Play Game Services</a></li>
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<li><a href="#web">Web</a></li>
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</ol>
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</div>
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</div>
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<p>
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The television screen presents a number of considerations that may be new to mobile game
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developers. These areas include its large size, its control scheme, and the fact that all players
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are viewing it simultaneously.
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</p>
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<h2 id="display">Display</h2>
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<p>
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The two main things to keep in mind when developing games for the TV screen are its nature as a
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shared display and the need to design your game for a landscape orientation.
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</p>
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<h3 id="shared-display">Consider the shared display</h3>
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<p>
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A living-room TV poses design challenges for multiplayer games, in that all players can see
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everything. This issue is especially relevant to games (such as card games or strategy games)
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that rely on each player’s possession of hidden information.
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</p>
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<p>
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Some mechanisms you can implement to address the problem of one player’s eavesdropping on
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another’s information are:
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</p>
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<ul>
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<li>A blinder on the screen to help conceal information. For example, in a turn-based game like a
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word or card game, one player at a time might view the display. When the player finishes a move,
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the game allows him or her to cover the screen with a blinder that blocks anyone from viewing
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secret information. When the next player begins a turn, the blinder opens to reveal his or her
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own information.
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</li>
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<li>A companion app, running on a phone or tablet, can enable a player to conceal information by
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serving as a second screen.
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</li>
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</ul>
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<h3 id="landscape-display">Support landscape display</h3>
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<p>
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A TV is always sideways: You can’t turn it, and there is no portrait orientation. Always design
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your TV games to be displayed in landscape mode.
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</p>
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<h2 id="control">Input Devices</h2>
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<p>
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TVs don't have touch interfaces, so it's even more important to get your controls right and make
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sure players find them intuitive and fun to use. Handling controllers
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also introduces some other issues to pay attention to, like keeping track of multiple
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controllers, and handling disconnects gracefully.
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</p>
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<h3 id="d-pad">Support D-pad controls</h3>
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<p>
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Plan your control scheme around a directional pad (D-pad) control, since this control set is the
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default for Android TV devices. The player needs to be able to use a D-Pad in all aspects of the
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game—not just controlling core gameplay, but also navigating menus and ads. For this reason, you
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should also ensure that your Android TV game does not refer to a touch interface. For example, an
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Android TV game should not tell a player to "<em>Tap</em> here to continue."
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</p>
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<p>
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How you shape the player's interaction with the controller can be key to achieving a great user
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experience:
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</p>
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<ul>
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<li>
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<strong>Communicate Controller Requirements up Front</strong>. Use your Google Play description
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to communicate to the player any expectations about controllers. If a game is better suited to
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a gamepad with a joystick than one with only a D-pad, make this fact clear. A player who uses
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an ill-suited controller for a game is likely to have a subpar experience and penalize your
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game in the ratings.
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</li>
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<li>
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<strong>Use Consistent Button Mapping</strong>. Intuitive and flexible button mapping is key
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to a good user experience. For example, you should adhere to accepted customs by using the A button
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to <em>Accept</em>, and the B button to <em>Cancel</em>. You can also offer flexibility
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in the form of remappability. For more information about button mapping, see <a href=
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"http://developer.android.com/training/game-controllers/controller-input.html">Handling
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Controller Actions</a>.
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</li>
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<li>
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<strong>Detect Controller Capabilities and Adjust Accordingly</strong>. Query the controller
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about its capabilities in order to optimize the match between controller and game. For example,
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you may intend for a player to steer an object by waving the controller in the air. If a
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player's controller lacks accelerometer and gyroscope hardware, however, waving will not work.
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So, your game should query the controller and if motion detection is not
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supported, switch over to an alternative, available control scheme. For more information
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about querying controller capabilities, see <a href=
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"http://developer.android.com/training/game-controllers/compatibility.html">Supporting
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Controllers Across Android Versions</a>.
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</li>
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</ul>
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<h3 id="back-button">Provide appropriate Back-button behavior</h3>
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<p>
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The Back button should never act as a toggle. For example, do not use it to both open and close a
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menu. It should only navigate backward, breadcrumb-style, through the previous screens the player
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has been on, for example: Game play > Game pause screen > Game main screen > Android
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home screen.
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</p>
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<p>
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Since the Back button should only perform linear (backward) navigation, you may use the back
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button to leave an in-game menu (opened by a different button) and return to gameplay. For more
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information about design for navigation, see <a href=
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"http://developer.android.com/design/patterns/navigation.html">Navigation with Back and Up</a>.
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To learn about implementation, refer to <a href=
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"http://developer.android.com/training/implementing-navigation/temporal.html">Providing Proper
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Back Navigation</a>.
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</p>
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<h3 id="multiple-controllers">Handle multiple controllers</h3>
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<p>
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When multiple players are playing a game, each with his or her own controller, it is important to
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map each player-controller pair. For information about how to implement controller-number
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identification, see <a href=
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"http://developer.android.com/reference/android/view/InputDevice.html#getControllerNumber">Input
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Devices</a>.
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</p>
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<h3 id="handle-disconnect">Handle controller disconnects</h3>
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<p>
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When a controller is disconnected in the middle of gameplay, the game should pause, and a dialog
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should appear prompting the disconnected player to reconnect his or her controller.
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</p>
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<p>
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The dialog should also offer troubleshooting tips (for example, a pop-up dialog telling the
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player to "Check your Bluetooth connection"). For more information about implementing input-device
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support, see <a href=
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"http://developer.android.com/training/game-controllers/controller-input.html">Handling Controller
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Actions</a>. Specific information about Bluetooth connections is at <a href=
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"http://developer.android.com/guide/topics/connectivity/bluetooth.html">Bluetooth</a>.
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</p>
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<h3 id="ControllerHelp">Show controller instructions</h3>
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<p>If your game provides visual game control instructions, the
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controller image should be free of branding and include only <a
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href="{@docRoot}training/game-controllers/controller-input.html#button"
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>buttons compatible with Android</a>.</p>
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<p>For sample images of an Android-compatible controller, download the
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<a href="http://storage.googleapis.com/androiddevelopers/design/android_tv_gamepad_template-2014-10.zip"
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>Android TV Gamepad Template (ZIP)</a>.
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It includes a white controller on black background and a black controller on white background
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(shown in figure 1), as a PNG file and an Adobe® Illustrator® file.</p>
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<img itemprop="image" src="{@docRoot}images/games/game-controller-buttons_2x.png" width="700"
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srcset="{@docRoot}images/games/game-controller-buttons_2x.png 2x,
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{@docRoot}images/games/game-controller-buttons.png 1x" />
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<p class="img-caption"><b>Figure 1.</b> Example controller instructions using the
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<a href="http://storage.googleapis.com/androiddevelopers/design/android_tv_gamepad_template-2014-10.zip"
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>Android TV Gamepad Template (ZIP)</a>.
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<h2 id="manifest">Manifest</h2>
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<p>There are a some special things games should include in the Android manifest.</p>
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<h3 id="Launcher">Show your game on the home screen</h3>
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<p>
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The Android TV home screen displays games in a separate row from regular apps.
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To make your game appear in the list of games, set the
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<a href="{@docRoot}guide/topics/manifest/application-element.html#isGame">
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{@code android:isGame}</a> attribute to <code>"true"</code> in your app manifest's
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<a href="{@docRoot}guide/topics/manifest/application-element.html"><code><application></code>
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</a> tag. For example:
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</p>
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<pre class="fragment">
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<application
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...
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android:isGame="true"
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...
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>
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</pre>
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<h3 id="gamepad">Declare support for game controllers</h3>
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<p>
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Games controllers may not be available or active for users of a TV device. In order to properly
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inform users that your game requires (or just supports) a game controller, you must include
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entries in the app manifest. If your game requires a game controller, you must include the
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following entry in your app manifest:
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</p>
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<pre>
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<uses-feature android:name="android.hardware.gamepad"/>
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</pre>
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<p>
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If your game uses, but does not require, a game controller, include the following feature
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entry in your app manifest:
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</p>
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<pre>
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<uses-feature android:name="android.hardware.gamepad" android:required="false"/>
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</pre>
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<p>For more information about manifest entries, see
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<a href="{@docRoot}guide/topics/manifest/manifest-intro.html">App Manifest</a>.
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</p>
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<h2 id="gpgs">Google Play Game Services</h2>
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<p>
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If your game integrates <a
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href="https://developers.google.com/games/services/">Google Play Game services</a>,
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you should keep in mind a number of
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considerations pertaining to achievements, sign-in, saving games, and multiplayer play.
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</p>
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<h3 id="achievements">Achievements</h3>
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<p>
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Your game should include at least five (earnable) achievements. Only a user controlling gameplay
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from a supported input device should be able to earn achievements. For more information about
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achievements and how to implement them, see <a href=
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"https://developers.google.com/games/services/android/achievements">Achievements in Android</a>.
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</p>
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<h3 id="sign-in">Sign-in</h3>
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<p>
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Your game should attempt to sign the user in on launch. If the player declines sign-in several
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times in a row, your game should stop asking. Learn more about sign-in at <a href=
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"https://developers.google.com/games/services/training/signin">Implementing Sign-in on
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Android</a>.
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</p>
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<h3 id="saving">Saving</h3>
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<p>
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We highly recommend using Play Services <a href=
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"https://developers.google.com/games/services/common/concepts/savedgames">Saved Games</a> to store
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your game save. Your game should bind game saves to a specific Google account, so as to be
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uniquely identifiable even across devices: Whether the player is using a handset or a TV, the
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game should be able to pull the game-save information from the same user account.
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</p>
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<p>
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You should also provide an option in your game's UI to allow the player to delete locally and
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cloud-stored data. You might put the option in the game's <code>Settings</code> screen. For
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specifics on implementing saved games using Play Services, see <a href=
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"https://developers.google.com/games/services/android/savedgames">Saved Games in Android</a>.
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</p>
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<h3 id="multiplayer-ux">Multiplayer experience</h3>
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<p>
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A game offering a multiplayer experience must allow at least two players to enter a room. For
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further information about multiplayer games in Android, see the <a href=
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"https://developers.google.com/games/services/android/realtimeMultiplayer">Real-time
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Multiplayer</a> and <a href="">Turn-based Multiplayer</a> documentation on the Android developer
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site.
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</p>
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<h2 id="web">Web</h2>
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<p>
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We discourage enabling web browsing in games for Android TV. The television set is not
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well-suited for browsing, either in terms of display or control scheme.
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</p>
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<p class="note">
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<strong>Note:</strong> You can use the {@link android.webkit.WebView} class for logins to
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services like Google+ and Facebook.
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</p>
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