DEV BLOG # 5 - Optimizations and commands


Opti at all costs!

For this dev blog, I'm going to talk to you about optimization, for this first version of the game we are focusing on a mobile version.

The problem with this support is the large number of devices on the market, and therefore each device has a different configuration.

Where at Apple, we have limited ranges, iPhone 7, 8, 10, 11, 12, at Android we have a huge number of versions and configurations (hundreds, I looked for figures but nothing very clear in the end , that is to say how many there are).

So to be able to distribute the game on the maximum number of media, we have to make compromises.

Here is a representation to date of 3 different graphic versions of the game optimized in 3 scales.

Low, Medium, Ultra (for phones from the least to the most efficient)

LOW Graphics
MEDIUM Graphics
ULTRA Graphics

There is especially a difference in the shadows, and for the more observant, the quality of the 3D models.

New controls

To make it easier for new players to understand, we've incorporated visual and colorful elements into the movement and fire controls.

We were completely inspired by the commands of Brawl Star , very effective!

Conclusion

We are going into detail today to meet our next internal test deadline. The rest of this test will determine the rest of the project.

Thanks for reading me !

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