It’s much harder than the original hollow knight and they make you pay to unlock save points with a currency you lose when you die.
It’s much harder than the original hollow knight and they make you pay to unlock save points with a currency you lose when you die.
Authoring experience makes all the difference and that’s a lot of work!
Authoring experience makes all the difference and that’s a lot of work!
You put a ton of work into your engine and it suits your game style well, but it doesn’t scale to all genres and art styles.
You put a ton of work into your engine and it suits your game style well, but it doesn’t scale to all genres and art styles.
1. You’re using software rendering which can be fine for 2d, but is not a scalable solution for 3d
2. Your build system is a lot of work! Most devs don’t have the patience to build that
1. You’re using software rendering which can be fine for 2d, but is not a scalable solution for 3d
2. Your build system is a lot of work! Most devs don’t have the patience to build that
How do you deal with cross platform builds? Ui? Input? Profiling? Physics? What about rendering?
Engines are a ton of work, and if you’re building one from scratch for your game you’re going to spend way more time on tech than gameplay.
How do you deal with cross platform builds? Ui? Input? Profiling? Physics? What about rendering?
Engines are a ton of work, and if you’re building one from scratch for your game you’re going to spend way more time on tech than gameplay.
blogs.microsoft.com/on-the-issue...
blogs.microsoft.com/on-the-issue...