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Game development: How we made an indie game. Part 1

A story from a programmer

Once I had a week of vacation, in which I planned to rest. On the second day, I had a desire to develop something. I started making a multi-cell inventory, like in Diablo 1 / 2. Having completed it in 4 days, I kept thinking, ‘what else could I do that is like this?’

While I was thinking, I decided to run through my library on Steam. There, an idea came to my mind. Why not port it to my phone so that I can relax while lying in my bed? This is how 4 months of development of a small mobile game begin. I was confident that it could be done in a month.

As a result, I spent the last 2 days of my vacation working on the snake mechanics in 3D. My vacation ended and I was rested and refreshed (not really!). When I started work again, I had noticeably less time to work on the game and the analysis of various mechanics went very slowly.

After 2 weeks, I made a prototype and called a friend to check it out. He was a graphic designer and an artist. I needed help with the design of the project interface, and I hoped he would agree to take part in the development.

Of course, by the time he arrived, I did not have time to finish the entire game blueprint. Therefore, the bus drove through buildings, passed over the water and in some areas twitched more than your relatives at a wedding. A friend looked at it all, scratched his head and asked, “Is this some kind of programmer's joke, for which I am too smart?” But after hearing my idea and looking at the reference, he supported the idea , and we started making a game.

Like any indie game developer, there is no budget, no people, and no polymers. However, I wanted to do something cool. The main problems were that we did not know how to develop in 3D, there was no money to pay smart people to help us, and we didn’t want to go learn 3D programming and development for a year. Therefore, reluctantly, we bought a small pack of nice graphics, low-poly models from Asset Store. Thus, the game has acquired a square look.

I decided to collect the first game card myself, having spent the whole day on it. I leaned back in my chair with a sense of accomplishment, looked at the result of my work and asked myself, “What is this shit?!” I had to do something about it, and I had a plan. Having invited the friend who helped with the interface, under the pretext of sitting and drinking a beer, I began to introduce him to “Unity”. I showed him what it is and how it works. The game worked! This friend, while sipping a beer, became enthusiastic about the project and started asking related questions. So, this friend moved from a simple assistant to a full-fledged development colleague.

After a month of unhurried yet difficult development, we got the first game card. It turned out exactly the way we wanted it to be. This success was very surprising, because there were not many models in the pack, and my colleague had never been engaged in level design before (except for maps from minecraft which he did in grade 10).

After testing the game on the new map, we realized what exactly was missing. MUSIC! Damn music! What kind of music is suitable for relaxation? Of course, lo-fi, which we often listened to while we worked! Recalling that somewhere we had another friend who works in music and studies FL Studio, we ran to him and begged him to write a track for our game. After scratching his head, he said, “I'll sketch something for you on standard plug-ins.” The music that he created turned out to be exactly what we needed, so he ended up taking up the entire musical design of our game! The music created the very atmosphere that we intended. It was perfect! Now, someone could be playing on their phone, lying in a cozy bed, and they could completely immerse themselves in the chill atmosphere. However, we couldn’t stop there. Development was gaining momentum and we had no time for rest.Game development: How we made an indie game. Part 1

p.s
Now our game is released

Starting with the iPhone13 mini, why do you buy a small screen phone?

I started with the iPhone13 mini for the feel of my chanel iphone 13 case hand, but after using it for a while, I always felt very awkward. The small screen looked at the eyes even more tired, not to mention, it is common to go out with a half catty power bank, and it is not very good to be the main machine.
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At the same time, I recently read the news that the Mi 12 series will also lv phone case iphone 13 cases have a small-screen flagship. Are there really so many small-screen parties? So why do you buy small-screen phones? I think there are several reasons.
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First of all, it must be for the hand feel. The small screen mobile phone is small in size supreme iphone 13 pro case, light in weight, compact and portable, not tired to hold, and can be easily grasped with one hand, which is very convenient to use. In contrast, the iPhone13 Pro Max, a super-large mobile phone, is a disaster to use.
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Secondly, friends who use folding screen phones generally don't play games and iphone 13 pro case gucci watch videos. There is no need for such a big screen. The battery life is almost the same. It's enough for daily use to make phone calls and chat, and occasionally read the news or something.
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Full comparison of iPhone 12 and iPhone 13

1. Core performance
If last year's iPhone 12 series and its A14 chip showed "unparalleled" strong core performance, this year, the iphone 13 pro max case and its A15 chip will be even better.
Manufactured on a modern 5nm process, the A15 Bionic chip has 6 cores and 15 billion transistors, delivering a 50% increase in CPU performance and a 30% increase in GPU performance, well ahead of its predecessor and other competitors.
While both phones are great for entertainment needs, if you go straight to it, you'll find that the iPhone 13 has faster processing speeds, and the machine's graphics capabilities are also very strong, making it ideal for gaming enthusiasts.
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2. Battery life
Battery life is a concern of many friends chanel case iphone 13. This year, Apple will bring improvements in battery capacity, specifically, the iPhone 13 has a battery capacity of 3095mAh and the iPhone 12 has a battery capacity of 2815mAh. Apple promises that the iPhone 13 will have about 2.5 hours longer battery life than the iPhone 12.
In our battery life test, the iPhone 12 lasted 8 hours and 18 minutes, and the iPhone 13 reached 10 hours and 28 minutes. So you can comfortably use your phone all day without worrying about interruptions due to low battery.
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3. Price comparison
1. The iPhone 12 starts at 5,199 yuan.
2. The iPhone 13 starts at 5,999 yuan.
Which iPhone should you choose?
After comparing the iPhone 12 and iPhone 13 from the above 7 aspects iphone 13 case louis vuitton, I found that there are indeed some differences between the two phones. At present, the iPhone 12 is still on sale on Apple's official website, and with the launch of the iPhone 13, it is difficult for you to choose.
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If you don't have too many strict requirements on the performance of your mobile phone, the iPhone 12 is completely sufficient for meeting the needs of work, study and entertainment, especially when compared with the price of the iPhone 13, the iPhone 12 is definitely a better choice for you. A cost-effective option iphone 13 pro supreme case.
However, the experience with the iPhone 13 and its A15 Bionic chip is also great, as this is the latest generation of Apple's chips and is considered the most powerful chip available today. In addition, the iPhone 13 also has a more beautiful design, as well as the debut of the new feature Movie Effect mode. If you are a video shooter, then the iPhone 13 is the best choice.
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