Содержание
- 2. About me Japan Riddles (1998), Discord Times (2004), Floris Reliquiae (2007, frozen), Mahjong Legacy (2009, frozen),
- 3. About our team The team was put together from skratch The team never made farm-games But
- 4. How Defold was chosen What were the alternatives? Unity - unbridled and risky, Unreal is too
- 6. Our game - Family Age Farm for mobile devices from industry professionals. 1 year of work.
- 8. Technical production pipeline Chaos Development methodology (seems like indie development). First 1 programmer - does tests
- 10. Statistical measurements FPS on different devices (ZTE = 7...10, Note3 = 15...25, iPhone7 = 60, iPad
- 11. Defeated problems Optimization of JSON main map size – from 7MB to 125KB. Loading progress bar.
- 12. Used solutions Defold editor (№2) Atom (as LUA IDE with many plugins) Our own Content Editor
- 14. Our own Content Editor An absolute must for a big game on the defold Provides comfortable
- 15. it's time to sum up
- 16. Advantages of Defold Ease of obtaining the final product Good optimization of rendering 2D Easy to
- 17. Сons of Defold Persistent bugs with spine Problems with editing the very big codebase The organization
- 18. Let's look at the development at an unexpected angle!
- 19. Nuances outside the topic Does your engine add risks? Legacy code in third-party engines, closed sources,
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