* commit 'd942d4e93b8e3f7fecab1bee2ae41b0fc69d940c': docs: migrate Android TV games page to TV training section
This commit is contained in:
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ikpage.title=Games on TV
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page.tags="controller"
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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</li></a></li>
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<li><a href="#control">Input Devices</li></a></li>
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<li><a href="#manifest">Manifest</li></a></li>
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<li><a href="#gpgs">Google Play Game Services</li></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>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
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players are viewing it simultaneously.</p>
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<h2 id="display">Display</h2>
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<p>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.</p>
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<h3>Shared display</h3>
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<p>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) that
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rely on each player’s possession of hidden information.</p>
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<p>Some mechanisms you can implement to address the problem of one player’s eavesdropping
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on another’s information are:</p>
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<ul>
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<li>A blinder on the screen to help conceal information. For example, in a
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turn-based game like a word or card game, one player at a time might view the display. When the
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player finishes a move, the game allows him or her to cover the screen with a blinder that
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blocks anyone from viewing secret information. When the next player begins a turn, the blinder
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opens to reveal his or her own information.</li>
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<li>A companion app, running on a phone or tablet, can enable a player to conceal
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information.</li>
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</ul>
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<h3>Landscape display</h3>
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<p>A TV is always sideways: You can’t turn it, and there is no
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portrait orientation. Always design your TV games to be displayed in landscape
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mode.</p>
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<h2 id="control">Input Devices</h2>
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<p>TVs don't have touch interfaces, so it's even more important to get your controls right and make
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sure that players find them intuitive and fun to use. The separation of controller from device also
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introduces some other issues to pay attention to, like keeping track of multiple players'
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controllers, and handling disconnects gracefully.</p>
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<h3>D-pad</h3>
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<p>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
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gameplay, but also navigating menus and ads. For this reason, you should also ensure that your
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Android TV game does not refer to a touch interface: for example, an Android TV game cannot tell a
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player to <strong>Tap to skip</strong>.</p>
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<p>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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<ul>
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<p><li><strong>Communicate Controller Requirements up Front</strong> - Use your Play Store description to communicate to the player any expectations about
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controllers. If a game is better suited to a gamepad with a joystick than one with only a D-pad,
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make this fact clear. A player who uses an ill-suited controller for a game is likely to have a
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subpar experience–and penalize your game in the ratings.</p>
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<p><li><strong>Use Consistent Button Mapping</strong> - Intuitive and flexible button mapping is key to a good user experience. For example,
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you can adhere to accepted custom by using the A button to <code>Accept</code>, and the B button to
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<code>Cancel</code>. You can also offer flexibility in the form of remappability. For more
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information on button mapping, see <a
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href="http://developer.android.com/training/game-controllers/controller-input.html">Handling
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Controller Actions</a>.</p>
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<p><li><strong>Detect Controller Capabilities and Adjust Accordingly</strong> - Query the controller about its capabilities in order to optimize the match between
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controller and game. For example, you may intend for a player to steer an object by waving the
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controller in the air. If a player's controller lacks accelerometer and gyroscope hardware, however,
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waving will not work. When, however, your game queries the controller and discovers that motion detection
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is not supported, it can switch over to an alternative, available control scheme.
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For more information on querying controller capabilities, see <a
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href="http://developer.android.com/training/game-controllers/compatibility.html">Supporting
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Controllers Across Android Versions</a>.</p>
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</ul>
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<h3>Back-button behavior</h3>
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<p>The Back button should never act as a toggle. For example, do not use it to both open and close
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a menu. It should only navigate backward, breadcrumb-style, through the previous screens the player has
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been on. For example: Game play > Game pause screen > Game
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main screen > Android home screen.</p>
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<p>Since the Back button should only perform linear (backward) navigation, you may use the
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back button to leave an in-game menu (opened by a different button) and return to gameplay. For
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more information about design for navigation, see <a
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href="http://developer.android.com/design/patterns/navigation.html">Navigation with Back and
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Up</a>. To learn about implementation, refer to <a
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href="http://developer.android.com/training/implementing-navigation/temporal.html">Providing Proper
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Back Navigation</a>. </p>
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<h3>Handling multiple controllers</h3>
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<p>When multiple players are playing a game, each with his or her own controller, it is important
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to map each player-controller pair. For information on how to implement controller-number
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identification, see <a href="http://developer.android.com/reference/android/view/InputDevice.html
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#getControllerNumber(">Input Devices</a>) on the Android developer site.</p>
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<h3>Handling disconnects</h3>
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<p>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.</p>
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<p>The dialog should also offer troubleshooting tips (for example, a pop-up dialog telling the player to
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"Check your Bluetooth connection"). For more information on implementing input-device support, see <a
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href="http://developer.android.com/training/game-controllers/controller-input.html">Supporting Game
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Controllers"</a>. Specific information about Bluetooth connections is at <a
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href="http://developer.android.com/guide/topics/connectivity/bluetooth.html">Bluetooth</a>.</p>
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<h2 id="manifest">Manifest</h2>
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<p>
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Games are displayed in a separate row from regular apps in the launcher. Android TV uses the
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<code>android:isGame</code> attribute to differentiate games from non-game apps. Set this value
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to <code>true</code> in your game's app manifest, as shown in the following code 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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< meta-data android:name="isGame" android:value="true" >
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...
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</application>
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</pre>
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<h3 id="gamepad">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>If your game integrates Google Play Game Services, you should keep in mind a number of
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considerations pertaining to achievements, sign-on, saving games, and multiplayer play.</p>
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<h3>Achievements</h3>
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<p>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 on
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Achievements and how to implement them, see <a
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href="https://developers.google.com/games/services/android/achievements">Achievements in
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Android</a>.</p>
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<h3>Sign-in</h3>
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<p>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
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href="https://developers.google.com/games/services/training/signin">Implementing Sign-in on
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Android</a>.</p>
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<h3>Saving</h3>
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<p>We highly recommend using Play Services <a
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href="https://developers.google.com/games/services/common/concepts/cloudsave">Cloud Save</a> to
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store 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 game
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should be able to pull the same game-save information from his or her account.</p>
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<p>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 Cloud Save, see <a
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href="https://developers.google.com/games/services/android/cloudsave">Cloud Save in Android</a>.</p>
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<h3>Multiplayer experience</h3>
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<p>A game offering a multiplayer experience must allow at least two players to enter a room. For
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further information on multiplayer games in Android, see the <a
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href="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.</p>
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<h2 id="web">Web</h2>
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<p>We discourage including web browsing in games for Android TV. The television set is not well-suited for browsing, either in terms of display or control scheme.</p>
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<p class="note"><strong>Note:</strong> You can use the {@link android.webkit.WebView} class for logins to services like Google+ and
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Facebook. </p>
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@@ -913,6 +913,12 @@ include the action bar on devices running Android 2.1 or higher."
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</ul>
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</ul>
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</li>
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</li>
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<li>
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<a href="<?cs var:toroot ?>training/tv/games/index.html"
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description="How to build games for TV.">
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|
Building TV Games</a>
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</li>
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</ul>
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</ul>
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</li>
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</li>
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<!-- End: Building for TV -->
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<!-- End: Building for TV -->
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282
docs/html/training/tv/games/index.jd
Normal file
282
docs/html/training/tv/games/index.jd
Normal file
@@ -0,0 +1,282 @@
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page.title=Building TV Games
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page.tags="controller"
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page.article=true
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@jd:body
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|
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|
<div id="qv-wrapper">
|
||||||
|
<div id="qv">
|
||||||
|
<h2>In this document</h2>
|
||||||
|
<ol>
|
||||||
|
<li><a href="#display">Display</a></li>
|
||||||
|
<li><a href="#control">Input Devices</a></li>
|
||||||
|
<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>
|
||||||
|
</div>
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|
</div>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
The television screen presents a number of considerations that may be new to mobile game
|
||||||
|
developers. These areas include its large size, its control scheme, and the fact that all players
|
||||||
|
are viewing it simultaneously.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h2 id="display">Display</h2>
|
||||||
|
<p>
|
||||||
|
The two main things to keep in mind when developing games for the TV screen are its nature as a
|
||||||
|
shared display and the need to design your game for a landscape orientation.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="shared-display">Shared display</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
A living-room TV poses design challenges for multiplayer games, in that all players can see
|
||||||
|
everything. This issue is especially relevant to games (such as card games or strategy games)
|
||||||
|
that rely on each player’s possession of hidden information.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Some mechanisms you can implement to address the problem of one player’s eavesdropping on
|
||||||
|
another’s information are:
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<ul>
|
||||||
|
<li>A blinder on the screen to help conceal information. For example, in a turn-based game like a
|
||||||
|
word or card game, one player at a time might view the display. When the player finishes a move,
|
||||||
|
the game allows him or her to cover the screen with a blinder that blocks anyone from viewing
|
||||||
|
secret information. When the next player begins a turn, the blinder opens to reveal his or her
|
||||||
|
own information.
|
||||||
|
</li>
|
||||||
|
<li>A companion app, running on a phone or tablet, can enable a player to conceal information by
|
||||||
|
serving as a second screen.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="landscape-display">Landscape display</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
A TV is always sideways: You can’t turn it, and there is no portrait orientation. Always design
|
||||||
|
your TV games to be displayed in landscape mode.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h2 id="control">Input Devices</h2>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
TVs don't have touch interfaces, so it's even more important to get your controls right and make
|
||||||
|
sure that players find them intuitive and fun to use. The separation of controller from device
|
||||||
|
also introduces some other issues to pay attention to, like keeping track of multiple players'
|
||||||
|
controllers, and handling disconnects gracefully.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<h3 id="d-pad">D-pad</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Plan your control scheme around a directional pad (D-pad) control, since this control set is the
|
||||||
|
default for Android TV devices. The player needs to be able to use a D-Pad in all aspects of the
|
||||||
|
game–not just controlling core gameplay, but also navigating menus and ads. For this reason, you
|
||||||
|
should also ensure that your Android TV game does not refer to a touch interface: For example, an
|
||||||
|
Android TV game should not tell a player to <strong>Tap here to skip</strong>.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
How you shape the player's interaction with the controller can be key to achieving a great user
|
||||||
|
experience:
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Communicate Controller Requirements up Front</strong> - Use your Play Store description
|
||||||
|
to communicate to the player any expectations about controllers. If a game is better suited to
|
||||||
|
a gamepad with a joystick than one with only a D-pad, make this fact clear. A player who uses
|
||||||
|
an ill-suited controller for a game is likely to have a subpar experience–and penalize your
|
||||||
|
game in the ratings.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Use Consistent Button Mapping</strong> - Intuitive and flexible button mapping is key
|
||||||
|
to a good user experience. For example, you can adhere to accepted custom by using the A button
|
||||||
|
to <code>Accept</code>, and the B button to <code>Cancel</code>. You can also offer flexibility
|
||||||
|
in the form of remappability. For more information on button mapping, see <a href=
|
||||||
|
"http://developer.android.com/training/game-controllers/controller-input.html">Handling
|
||||||
|
Controller Actions</a>.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Detect Controller Capabilities and Adjust Accordingly</strong> - Query the controller
|
||||||
|
about its capabilities in order to optimize the match between controller and game. For example,
|
||||||
|
you may intend for a player to steer an object by waving the controller in the air. If a
|
||||||
|
player's controller lacks accelerometer and gyroscope hardware, however, waving will not work.
|
||||||
|
When, however, your game queries the controller and discovers that motion detection is not
|
||||||
|
supported, it can switch over to an alternative, available control scheme. For more information
|
||||||
|
on querying controller capabilities, see <a href=
|
||||||
|
"http://developer.android.com/training/game-controllers/compatibility.html">Supporting
|
||||||
|
Controllers Across Android Versions</a>.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="back-button">Back-button behavior</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
The Back button should never act as a toggle. For example, do not use it to both open and close a
|
||||||
|
menu. It should only navigate backward, breadcrumb-style, through the previous screens the player
|
||||||
|
has been on, for example: Game play > Game pause screen > Game main screen > Android
|
||||||
|
home screen.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Since the Back button should only perform linear (backward) navigation, you may use the back
|
||||||
|
button to leave an in-game menu (opened by a different button) and return to gameplay. For more
|
||||||
|
information about design for navigation, see <a href=
|
||||||
|
"http://developer.android.com/design/patterns/navigation.html">Navigation with Back and Up</a>.
|
||||||
|
To learn about implementation, refer to <a href=
|
||||||
|
"http://developer.android.com/training/implementing-navigation/temporal.html">Providing Proper
|
||||||
|
Back Navigation</a>.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="multiple-controllers">Handling multiple controllers</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
When multiple players are playing a game, each with his or her own controller, it is important to
|
||||||
|
map each player-controller pair. For information on how to implement controller-number
|
||||||
|
identification, see <a href=
|
||||||
|
"http://developer.android.com/reference/android/view/InputDevice.html#getControllerNumber">Input
|
||||||
|
Devices</a>.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="handle-disconnect">Handling disconnects</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
When a controller is disconnected in the middle of gameplay, the game should pause, and a dialog
|
||||||
|
should appear prompting the disconnected player to reconnect his or her controller.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
The dialog should also offer troubleshooting tips (for example, a pop-up dialog telling the
|
||||||
|
player to "Check your Bluetooth connection"). For more information on implementing input-device
|
||||||
|
support, see <a href=
|
||||||
|
"http://developer.android.com/training/game-controllers/controller-input.html">Handling Controller
|
||||||
|
Actions</a>. Specific information about Bluetooth connections is at <a href=
|
||||||
|
"http://developer.android.com/guide/topics/connectivity/bluetooth.html">Bluetooth</a>.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h2 id="manifest">Manifest</h2>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
The Android TV launcher home screen displays games in a separate row from regular apps. The TV
|
||||||
|
framework uses the <code>android:isGame</code> manifest attribute to differentiate games from
|
||||||
|
non-game apps. Set this value to <code>true</code> in your game's app manifest, as shown in the
|
||||||
|
following code example:
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<pre class="fragment">
|
||||||
|
<application>
|
||||||
|
...
|
||||||
|
< meta-data android:name="isGame" android:value="true" >
|
||||||
|
...
|
||||||
|
</application>
|
||||||
|
</pre>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="gamepad">Game Controllers</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Games controllers may not be available or active for users of a TV device. In order to properly
|
||||||
|
inform users that your game requires (or just supports) a game controller, you must include
|
||||||
|
entries in the app manifest. If your game requires a game controller, you must include the
|
||||||
|
following entry in your app manifest:
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<pre>
|
||||||
|
<uses-feature android:name="android.hardware.gamepad"/>
|
||||||
|
</pre>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
If your game uses, but does not require, a game controller, include the following feature
|
||||||
|
entry in your app manifest:
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<pre>
|
||||||
|
<uses-feature android:name="android.hardware.gamepad" android:required="false"/>
|
||||||
|
</pre>
|
||||||
|
|
||||||
|
<p>For more information about manifest entries, see
|
||||||
|
<a href="{@docRoot}guide/topics/manifest/manifest-intro.html">App Manifest</a>.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h2 id="gpgs">Google Play Game Services</h2>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
If your game integrates Google Play Game Services, you should keep in mind a number of
|
||||||
|
considerations pertaining to achievements, sign-in, saving games, and multiplayer play.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="achievements">Achievements</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Your game should include at least five (earnable) achievements. Only a user controlling gameplay
|
||||||
|
from a supported input device should be able to earn achievements. For more information on
|
||||||
|
achievements and how to implement them, see <a href=
|
||||||
|
"https://developers.google.com/games/services/android/achievements">Achievements in Android</a>.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="sign-in">Sign-in</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Your game should attempt to sign the user in on launch. If the player declines sign-in several
|
||||||
|
times in a row, your game should stop asking. Learn more about sign-in at <a href=
|
||||||
|
"https://developers.google.com/games/services/training/signin">Implementing Sign-in on
|
||||||
|
Android</a>.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="saving">Saving</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
We highly recommend using Play Services <a href=
|
||||||
|
"https://developers.google.com/games/services/common/concepts/savedgames">Saved Games</a> to store
|
||||||
|
your game save. Your game should bind game saves to a specific Google account, so as to be
|
||||||
|
uniquely identifiable even across devices: Whether the player is using a handset or a TV, the
|
||||||
|
game should be able to pull the game-save information from the same user account.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
You should also provide an option in your game's UI to allow the player to delete locally and
|
||||||
|
cloud-stored data. You might put the option in the game's <code>Settings</code> screen. For
|
||||||
|
specifics on implementing saved games using Play Services, see <a href=
|
||||||
|
"https://developers.google.com/games/services/android/savedgames">Saved Games in Android</a>.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h3 id="multiplayer-ux">Multiplayer experience</h3>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
A game offering a multiplayer experience must allow at least two players to enter a room. For
|
||||||
|
further information on multiplayer games in Android, see the <a href=
|
||||||
|
"https://developers.google.com/games/services/android/realtimeMultiplayer">Real-time
|
||||||
|
Multiplayer</a> and <a href="">Turn-based Multiplayer</a> documentation on the Android developer
|
||||||
|
site.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h2 id="web">Web</h2>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
We discourage enabling web browsing in games for Android TV. The television set is not
|
||||||
|
well-suited for browsing, either in terms of display or control scheme.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p class="note">
|
||||||
|
<strong>Note:</strong> You can use the {@link android.webkit.WebView} class for logins to
|
||||||
|
services like Google+ and Facebook.
|
||||||
|
</p>
|
||||||
Reference in New Issue
Block a user