Indie Gameleon is over, so it’s time to get a bit more technically again.
Programming resources are rare in most projects, so it’s important to work as effective as possible. The most time wasting things are compiling and, if you are developing for another platform than PC/Mac, deploying the game to your device to test it there. This post is about saving time by deploying as little times as possible.
Continue reading Develop locally, deploy globally
Right now we’ve got a player character in our game who can shoot some bullets out of his weapon. Both the player and the bullets were defined in the LevelSystem, defining their components and settings hard-coded.
This is surely not what we want for a bigger game where a game designer should be able to adjust the settings without the help of a programmer and where we don’t want to recompile the game each time we change the values.
Continue reading Creating a component-based game (Part IV: Blueprints)