Things must i know before start a mobile game ?
I really like to hear your experience in this area? I must consider what kind of things from start? there is any difference in codding? how about creating shaders?
I don't want the middle of the projected figure out I did it the wrong way.
side question : is that ok I create a desktop project then turn it to a mobile game?
I remember once I tired play one of my desktop projects to mobile preview SC2 in Play tab but it seemed shaders and light did not work correctly in this preview mode.
the game will be 3D and C++.
Well, I'll try to keep this short:
1) I don't want the middle of the projected figure out I did it the wrong way
There is no way around this. This is part of game development. No matter how long you've been doing it, or how good you are, you will ALWAYS find things half way through development that you can do better. Don't concentrate on doing things perfectly, because it will never happen. Do what you can, and adjust as you go along. Polish happens towards the end, so don't worry too much about that in the beginning.
2) is that ok I create a desktop project then turn it to a mobile game?
Absolutely. Of course there are differences in what each platform is capable of, but there is nothing wrong with starting on desktop then porting. It has advantages and disadvantages for sure, but depending on your goal could be worth it.
Pros: Development on desktop is so much easier and streamlined. There's more tools available and most concepts are natively supported, so you won't have to find workarounds for certain things. Most things you create or write will "just work" for the most part.
Cons: Porting sometimes can take a huge chunk of time, especially with testing and debugging. Making sure things work in a mobile environment. Processing power is a big consideration when doing these things.
Pros for starting with mobile first: Knowing whether or not your code is working will be worked out during development, because you're working on the platform. There's a lot less debugging because your assets were created specifically for that environment.
Cons: Sometimes advanced thins like polygon count and AI complexity can be limiting due to processing power, but there's always tricks to be learned.
3) I must consider what kind of things from start? there is any difference in codding? how about creating shaders?
There is going to be a learning curve as with anything. Don't expect things to work the first try, it will take time and practice. When talking about shaders, and different coding tactics, it's completely dependent on your goals and skill set. It all depends on what YOU want your shaders to look like, and what you're willing to learn as far as coding goes.
answered Jan 29 '19 at 11:31 PM
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