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How did we make the biggest game on Defold in 1 year

About meJapan Riddles (1998), Discord Times (2004), Floris Reliquiae (2007, frozen), Mahjong Legacy (2009, frozen), Legends of Eisenwald (2015), Family Age (2017).Between 1996 and 2017 I wrote 10 engines. From DOS+VESA

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Слайд 1


Слайд 2About me


Japan Riddles (1998), Discord Times (2004), Floris Reliquiae (2007,

frozen), Mahjong Legacy (2009, frozen), Legends of Eisenwald (2015), Family

Age (2017).

Between 1996 and 2017 I wrote 10 engines. From DOS+VESA in 1996 to Win10+DX11 in 2017.

About meJapan Riddles (1998), Discord Times (2004), Floris Reliquiae (2007, frozen), Mahjong Legacy (2009, frozen), Legends of

Слайд 3About our team


The team was put together from skratch
The

team never made farm-games

But this is not an obstacle if

there are professionals

About our teamThe team was put together from skratch  The team never made farm-gamesBut this is

Слайд 4How Defold was chosen

What were the alternatives? Unity - unbridled

and risky, Unreal is too cumbersome (could get an open-world

RPG), C++ is an ancient demonic language, you can unintentionally call_Satan(*self). // I did not check

In Defold, you can make the game in half an hour.

Defold in its structure is very similar to the ideal engine.

The authors of Defold came from the Swedish team Avalanche Studios, which made Mad Max on its own engine.
How Defold was chosenWhat were the alternatives? Unity - unbridled and risky, Unreal is too cumbersome (could

Слайд 6Our game - Family Age

Farm for mobile devices from industry

professionals.

1 year of work. 20 months of programming. 150 months

of work of the rest of the team.

40000 lines of code

Volume of art (1GB RAW TGA), code size (1.5MB LUA, more than 100 modules), game databases (1MB JSON, more than 150 files), sound (more than 30MB WAV + OGG).
Our game - Family AgeFarm for mobile devices from industry professionals.1 year of work. 20 months of

Слайд 8Technical production pipeline

Chaos Development methodology (seems like indie development).

First 1

programmer - does tests and primary R&D.

Then 2 programmers -

1 makes the game code, 1 makes the editor.

Then 5 programmers - 1 interface, 1 editor and export, 2 game code, 1 client and statistics.
Technical production pipelineChaos Development methodology (seems like indie development).First 1 programmer - does tests and primary R&D.Then

Слайд 10Statistical measurements

FPS on different devices (ZTE = 7...10, Note3 =

15...25, iPhone7 = 60, iPad Air = 30...40, MiPad =

20...30).

A typical number of game objects is about 4000.

Typical execution time of LUA is 20~40% of the total frame time.

The memory occupied by the game is from 200MB to 500MB depending on the device.
Statistical measurementsFPS on different devices (ZTE = 7...10, Note3 = 15...25, iPhone7 = 60, iPad Air =

Слайд 11Defeated problems

Optimization of JSON main map size – from 7MB

to 125KB.

Loading progress bar.

Dynamic loading of game buildings.

Path search clusters.

Fears

of FPS.

Drawcalls - from 1800 to 100.
Defeated problemsOptimization of JSON main map size – from 7MB to 125KB.Loading progress bar.Dynamic loading of game

Слайд 12Used solutions

Defold editor (№2)

Atom (as LUA IDE with many plugins)

Our

own Content Editor

Build-machine on the our server

Used solutionsDefold editor (№2)Atom (as LUA IDE with many plugins)Our own Content EditorBuild-machine on the our server

Слайд 14Our own Content Editor

An absolute must for a big game

on the defold

Provides comfortable editing of game levels and objects

Collects

all resources from regular folders on Windows

Processes sprites (trimming alpha, distribution by atlases)

Prepares all links between resources (creates Defold objects)

Analyzes game design data and reports errors

Generates game json by special rules

Can upload partial updates of the game to our server
Our own Content EditorAn absolute must for a big game on the defoldProvides comfortable editing of game

Слайд 15it's time to sum up

it's time to sum up

Слайд 16Advantages of Defold

Ease of obtaining the final product

Good optimization of

rendering 2D

Easy to write complex code (due to Lua)

Sufficiently rapid

reaction of developers to requests

Direct access to shaders is enough

Support for native code
Advantages of DefoldEase of obtaining the final productGood optimization of rendering 2DEasy to write complex code (due

Слайд 17Сons of Defold

Persistent bugs with spine

Problems with editing the very

big codebase

The organization of resources is predefined at the time

the build was started

The development environment is very "raw“

Low performance of Lua
Сons of DefoldPersistent bugs with spineProblems with editing the very big codebaseThe organization of resources is predefined

Слайд 18Let's look at the development
at an unexpected angle!

Let's look at the developmentat an unexpected angle!

Слайд 19Nuances outside the topic

Does your engine add risks?

Legacy code in

third-party engines, closed sources, bugs and crutches

Why all these dances

around the engines, if your engine takes up little?
Nuances outside the topicDoes your engine add risks?Legacy code in third-party engines, closed sources, bugs and crutchesWhy

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