I was recently approached to develop a children's educational computer game version of a real (wood etc.) game (looks like a pretty good game). I said I would only be interested if I could do the first implementation in Smalltalk (Squeak or Pharo). But if I develop this game in Smalltalk what am I dealing with in terms of releasing this product to a customer (over the Internet).
1) I know I have to build a suitable executable but I have never done this. I have only written Smalltalk code that I then use. So how do I build such an image and how big is it (assume code for game is small (say 3000 lines of code)). 2) How do I get the virtual image on the customer's machine. Keep in mind the customer is someone somewhere on the Internet who probably knows little about how to install Smalltalk or anything else. I am assuming here that installing the game and installing the VM are two different tasks. Is there a way to make this a single task? 3) So far I am assuming the target machine is Linux/Windows/Mac on a Desktop/Laptop. But can Smalltalk be run on any of the IPad/Notebook/etc out there? These machines represent a larger game market I believe. 4) Assuming I can arrange for my computer game (if I write it) to be installed are there memory/cpu usage issues that I need to worry about (the game itself will use a minimal of memory/cpu except for graphics which also is pretty reasonable). I am thinking here of IPads etc. For Desktops/Laptops there should be no problem. Download time and subsequent storage space is also a concern; remember the device is probably used for lots of other things so the amount of space allocated for games may be small compared to the space on the machine? 5) Sorry for the redundancy if these questions have been asked before (which I am sure they have). Thanks for any feedback; I am sure others are interested in this question too. Ralph Boland