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