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Clandestiny game graeme devine
Clandestiny game graeme devine







clandestiny game graeme devine
  1. #Clandestiny game graeme devine portable
  2. #Clandestiny game graeme devine mac

#Clandestiny game graeme devine mac

If developers adopt a workflow like this, the Mac App Store could serve as an excellent crystal ball to gaze in to the future of the iOS App Store, much like how the New Zealand App Store gives us an early glimpse of what’s coming to the US App Store.Īs a part of this discussion, Graeme brought up an interesting point in that targeting all three of these platforms could potentially lead to mediocrity if the project doesn’t lend itself to be a great game on every platform. Also, both performance and memory issues likely won’t be a problem on a desktop platform compared to the somewhat limited resource pool of iOS devices.įrom there, the developer could switch gears to work on a solid touch-driven interface and address any potential performance and memory optimizations that need to be made to make the game run on portables. The way he sees a potential development cycle going could involve planning a solid game for all three devices targeting the Mac first, because developing for a keyboard and mouse is generally more straight forward. In the future, Kemper suggests that developers are going to need to consider the Mac, the iPad, and the iPhone as the three target platforms for their games. Of course this is an oversimplification of the work involved, but Graeme was able to port the upcoming iOS version of Clandestiny to be ready for the Mac App Store in a single day. For instance, if a game leverages something like Unity or cocos2D, the porting process between OS X and iOS platforms could potentially be as simple as retooling the interface to be touch-based or keyboard and mouse-based.

#Clandestiny game graeme devine portable

How portable a game’s code is depends heavily on the the graphics technology used. According to both Kemper and Devine, a surprising amount of code can be used between the Mac and the iPhone, even though they are completely different devices. In the case of Compression, Little White Bear Studios is topping 25,000 lines of code to make their game work. It’s easy to forget sometimes, but behind the scenes of the game you’re playing is a surprising amount of code that handles everything from the graphical output to the core logic that makes the game play. This morning I chatted with both Craig Kemper of Little White Bear Studios and Graeme Devine of GRL Games about just how much can be shared between both iOS and OS X games, and the work that has gone in to creating games on both platforms.

clandestiny game graeme devine

We’ve been covering the Mac App Store, because even though (currently) no Mac App Store purchases can be played on iOS devices, the two App Stores are much closer related than you might initially think. Last week Apple expanded the App Store ecosystem even further with the Mac App Store, allowing for iOS-style app purchasing in a desktop environment. Hundreds of thousands of apps later the iPad was introduced which complicated things further with 2x scaling for legacy app support, iPad-exclusive apps, and in some cases, universal compatibility. When the iOS App Store launched in early July of 2008, I’m not sure anyone would have thought it was going to grow to the gargantuan beast it is today.









Clandestiny game graeme devine