Here's the first progress of my Android game development project. I've spent some after work hours which I separated into three steps so far.
1. Evening #1, Tuesday, June 23rd. Development environment setup, project setup, starting Activity created, first deployment to Android phone. Read some articles regarding Android gamedev. Collected graphics to use. Decided not to separate rendering and game logic threads for a start. Hooray, let the fun begin.
2. Evening #2, Thursday, June 25th. Implemented a simple game object and component management system. Converted old BMP graphics to PNGs and applied true alpha-transparency. Implemented a scrolling sky and a static glider to have some eye candy. Recognized that the original HUD occupies way too much height and reduced it's height by 10%. Started implementing glider movement but gave up dissatisfied.
3. Evening #3, Friday, June 26th. Continued glider movement, spent plenty of time experimenting with the sensors, sensor interpretation and control algorithms. Converted more frames for the glider, now featuring special frames for vertical movement. Came up with an acceptable glider movement and created this cool video.
Current status is running with 60 FPS on a HTC Hero. All graphics are rendered with the glDrawTexfOES extension.
Credits: Graphics taken from sechsta sinn's original game "Projekt D" and used with permission.