Hey everyone,
Heget is a personal iOS game project that we are doing for fun. There were two people involved in this project at the start and recently we are getting help from two others, one programmer and one character artist.
In the beginning, we planned to make this into a short term project (~2 weeks). It has been about a week and a half now and here are some low poly models and progress that we have so far. I posted some of this before in other threads too, but I thought to keep most updates in this thread from now on
Feedbacks are welcomed!
Cheers,
screenshot from iPhone:
[ame="
http://www.youtube.com/watch?v=YQo-_h_ZPK0"]Stranded UDK Game Dev update - YouTube[/ame]
Replies
I'm working with thebamboobear on this game, and when thinking of doing the plants using alpha masking or just more polys (Considering the game is for iOS/Mobile), I did some research and bumped into this thread: http://forums.epicgames.com/threads/762522-Do-transparent-textures-work-on-mobile
From Autodesk's talk on Mobile games using UDK ( http://area.autodesk.com/migs2011/MIGS06-AAA-on-Mobile?KeepThis=true&TB_iframe=true&height=525&width=650 ) and Epic's Twitch Stream on mobile game making with UDK ( http://www.twitch.tv/unrealengine/c/2716784 ) I learned that drawcalls are more important than polycounts for mobile devices (I remember them mentioning that the most recent mobile devices are capable of eating up tens of thousands of polys with ease, as long as it's all 1 mesh with 1 material (more materials = more drawcalls)), so we're trying to make meshes that share textures (so we can merge lots of meshes in each part of the map and have fewer drawcalls) and we're avoiding to use Alpha masks (Only using them on particles right now, because there is no other way around it).
Again, we're pretty new to this, so if this information isn't correct, or if I misunderstood it and we should be doing this the other way, please let us know ^^
Here is just a render that Daniel did today with the game assets xD