Mobile: Android: Hootris
This is the 3rd Hootris game I've built - the other two I created when I was first learning C++ and AS3. I find it's a great game to work on when first learning a new platform. It doesn't take too long to build, and forces you to learn basic graphic functions, user interface, loading and saving methods for the language/OS. The best part for me though is I can build Hootris using only one vector image (a shiny square). That way I can focus on brushing up on my Java and threads.
My Role: Developer and design | Languages Used: Java
Perhaps the biggest challenge of mobile development (on Android) is you never know what screen resolution your app is going to be using. Something as simple as an intro screen has to be scaled to fit whatever phone it is being displayed on.
Mobile applications have to be prepared to shut down and restored at anytime. If the user receives a phone call, or the Android OS decides it needs more memory to run another task, your application will be terminated. In Hootris, your game is automatically saved when the application closes, so that it can be resumed when you return.
There is a lot of room to be creative with the touch screen (or accelerometer) for controls.