That Rabbit Game
You are a kleptomanic rabbit head with wings. And with a sense of guilt, that is. After stealing the precious gold coins from a shaman (it's TEH Shaman), you fly over the countryside and have the sudden urge to get shot and lose your coins. Ten of them. In 90 seconds.
That Rabbit Game for Maemo and Symbian is written using Qt 4.6 and utilizes Qt Mobility 1.0 for accelerometer features, QGraphicsView for the scene graph and Qt Animation Framework for the menu.
Ports of That Rabbit Game exist for Maemo 5 (N900), MeeGo 1.2 (N950, N9), Symbian^3 (N8-00, E7-00) and Symbian Anna/Belle (808 PureView), HP/palm webOS (Palm Pre 2), MeeGo Tablet UX (ExoPC), iOS 5 (iPod Touch 4G) and for QNX (Blackberry Playbook OS, Blackberry 10).
An open source version (GPLv3) and port to Android is available as That Rabbit Game 2: Stone Age Rabbit Hunt.
Get That Rabbit Game
That Rabbit Game is available in the following application stores:
- Maemo, MeeGo, Symbian: Nokia Store
- Blackberry Playbook: BlackBerry App World
- Blackberry 10: BlackBerry App World
Early Development Video
2014-05-10: Look what I found in the archives: Some footage from the very first OpenGL ES rendering test for MireRabbit, the Android game which was the basis for That Rabbit Game. The video includes some early animation/texture atlas experiments on the N900 followed by a first full animation (still with the hand-drawn graphics) in the Android Emulator. The early version is available in The Big Incredibly Funny Inverse Treasure Hunt (can also be found on Google Play), and a PDF of the game presentation should also still be available.
@thatrabbitgame on Twitter
Stay up to date with updates on the game - follow @thatrabbitgame on Twitter!
MeeGo Tablet UX
An experimental proof-of-concept port to webOS exists, using an earlier version of the codebase that still used pure OpenGL ES 1.1. The backend has been rewritten to use SDL as provided by the Palm PDK:
Based on the Open GL ES 1 port to webOS, the iOS port reuses most of the code, but replaces the usage of SDL 1.2 with SDL 1.3, and replaces the use of SDL_image with stb_image.c plus some tweaks to the viewport scaling and the input handling (SDL 1.3 on iOS also exposes the accelerometer as Joystick axes, but the scaling and orientation is different):