The only flaw I would say was learning Objective C and the iPhone framework while designing the code. It also presented me with new design issues, and I was in control of a majority of the code design from the ground up. Probably one of my favorite games to work on as I enjoy the strategy side of things. Stratogon Entertainment Warp Defense (iPhone) Shipped July 2009 During the final part of development the HUD needed a visual and behavioral overhaul to add fading elements and show only what is required or changing. By adding a threaded file-archive to reduce the space requirements and improve loading speeds dramatically. My tasks changed gears to get the game prepared for release. Habitat's instability kept me busy for my first few months, fixing little quirks and adding new features as the designers would request them. I was thrown into the unknown on the largest code base I had seen as a programmer, but I pushed that aside and did my tasks. I came onto the project mid-way through development, the engine was already working well and habitat, the level editor, was a tad unstable. Granted some of them weren't pulled off how the team wanted, but the game moved on anyways despite minor changes. The confederates are coming, wait now come the allies! Time travel can be a great fun, and the ideas behind Darkest of Days were amazing. 8monkey Labs Darkest of Days (PC) Shipped September 2009
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