Thursday, February 27, 2014

4 Boring Lessons About Working on the Bleeding Edge (LoomSDK)

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....
 

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