The game is being developed on a bleeding-edge game engine called LoomSDK. There are a lot of common sense reasons why you shouldn't do this on a real world project but let's just say my "I'm hipster" card trumps all that.
So hipster!
1. Manage expectations
One of LoomSDK's main selling point is its rapid deploy/live reload workflow. Connect all your device on one machine, change your code and it is automatically rebuilt to all of them.
This works for the most part -- if you are prototyping art, asset changes magically appear in realtime....
Thursday, February 27, 2014
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