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Dog of Prey for iPhone

Dog of Prey development for iPhone is going fine. First stage in January was to contact back all previous developers / artists in order to see which assets can be reused and which one have to be redone. Almost 60% of original assets will be reused after some lifting for mobile platform and also new T3D engine.

February was spent on the setup of our development platform and project platform. I can only recommend Feng Office as a project management website; this is one of the best one I’m using for around one year now. We also acquired license for iTGE 3D which is a port of TGE (Torque Game Engine) for iPhone. I have to say that this is still a beta release and we already faced many issues with this engine but it helps us to stay in the Torque family engine and using our extensive experience on those engines, we are confortable to think we can have something correct soon.

Saying that, we came up with a simulator for Torque Game Engine, allowing our artists to use TGE editors but with direct feedback for a mobile platform. This helps us tremendously in order to speed up our art workflow. As illustrated by following screenshot, this specific engine release offers a specific view for your iPhone game while allowing you to access all editors in large window. Some profiling tools will be added for the developers and artists in order to optimize coding and asset creation.

Saying that, you are starting to see some screenshots of Dog of Prey for iPhone. Work is now to have a quick running build without all features but main functions in order to iterate among artists and testers and also start in parallel all the process of code optimization for mobile platform which will take quite a time.

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Dog of Prey for iPhone, 5.0 out of 5 based on 1 rating
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