Everything is on mobile now and so is gaming. Game development has shifted from console to mobile, and it is not an easy conversion. We cannot stop it but we can always adapt. Unlike console, mobile comes with several platforms and several versions of each platform. Adapting to different screen sizes is just one of many challenges of developing for mobile. Conquer all these and more. Develop the Impossible! Introducing Eqela multi platform development tool. Eqela allows you to develop once and deploy your application on different platforms while still maintaining your desktop and console presence.
Everything is on mobile now and so is gaming. Game development has shifted from console to mobile, and it is not an easy conversion. We cannot stop it but we can always adapt. Unlike console, mobile comes with several platforms and several versions of each platform. Adapting to different screen sizes is just one of many challenges of developing for mobile. Conquer all these and more. Develop the Impossible! Introducing Eqela multi platform development tool. Eqela allows you to develop once and deploy your application on different platforms while still maintaining your desktop and console presence.
My first commercial game. A cute endless runner game for the Facebook Instant Game platform. Done by Phaser and Typescript. In the memories of my Pure Dark Night team.
My first commercial game. A cute endless runner game for the Facebook Instant Game platform. Done by Phaser and Typescript. In the memories of my Pure Dark Night team.
2. Late November – Early December
Early Meta Stage (Before Pre-alpha)
Experimentation with importing FPS Character Animations
into Unity 3D Engine
Experiment with programming FPS Character Animation
Trigger in Unity 3D Engine
3. December 2012
Mid Meta stage
Beginning – Mid December: Finish Basic FPS Animations
i.e. Idle, Walk
(Forward, Left, Right, Backward), Sprint, Shoot, Aim
Mid – Late December: Advanced FPS Animations
i.e. Shoot (Lean Left and Right), Aim and Shoot (Lean Left and
Right), Crouch, Crouch Walk
(Forward, Left, Right, Backward), Prone, Prone Crawl
(Forward, Left, Right, Backward), Grenade throw, Melee, Gun
Sway
Latest: Early January 2013
4. January 2013
Late Meta Stage
Early-Mid January:
Sound Effects
Bullet programming
Bullet physics programming
Grenade set up
Grenade programming
Late January:
More Maps
Introductions to destructible environments (unfinished)
Latest: Early February
5. February 2013
Early Pre-Alpha
Enhanced graphical character effects
Enhanced Maps
Early GUI
6. March
Mid-Pre Alpha
Early AI Programming Tests
First Test Campaign Level
Advanced GUI System
7. April
Late Pre-Alpha
Multiplayer Map Set Up (Vehicle
Animation/Programming, Spawn Programming, Game mode
Programming, Account Set up ect.)
Multiplayer Server Set Up
8. May
Alpha
Multiplayer tests
Multiplayer Debugging
9. June
Alpha
Menu System
Added Multiplayer Class System
Multiplayer Rank System
Advanced Menu System
15. Crystallite Digital Added
Statements
All updates for our FPS game will be released only on our
Official YouTube, Twitter, or Website
The FPS game will be released on both PC and Mac
This is an approximant time schedule and may not be entirely
accurate