The timeline, however, wasnt that friendly: the plan was shipping the first version in 3-4 months, along with, you know, a full metagame and UI revision, new levels and extra polish all around. I was on the team that would develop 3.0, turning it from a regular team into a class based shooter. However, it falls short by having a typical engineers response to a designer-friendly tool that gives them a lot of power but has its caveats: DONT USE IT EVER111one.īallistic had been around for a while, and the codebase had evolved from prototype to 1.0 to 2.0, each major version having full pivots in gameplay, being developed by different groups of people with different experience levels. Not gonna happen: Valentins article actually has a lot of proper advice regarding the problems of using it in prod and you should read it.
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