ncannasse
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ncannasse4 karma
Evoland has been written using Stage3D API, which the Flash way of accessing the GPU. It is then built with AIR but there is no Linux support for AIR (only a very old version with no GPU support).
I'm currently working on porting the 3D engine to OpenGL/WebGL, which is not yet complete. If I can finish it, porting Evoland to OpenGL will be easy since it's written in Haxe. Another option we are looking at is to embed Evoland into a Chrome Browser with Flash Player that supports GPU. But it requires filesystem access to load assets...
We are still very interested in having Evoland ported on Linux and Mobile, I just takes time to get there if we don't want to stall the other project we're currently working on (UntilDark)
ncannasse4 karma
It took us around 4.5 months to make Evoland. We started from the LudumDare protototype, and wrote the 3D engine at the same time. I was the only developer so it was quite hardcore :)
ncannasse4 karma
At Shiro Games we want to grow the company, but not the way the industry does. We instead want to have small teams (big max 10 people), each team focusing on a single game. Then between each game, people can work as smaller teams to prototype/explore/test. Having more/new people is a great way to learn new things and keep motivation high.
We definitely don't want to get into management/hierarchy/etc.
ncannasse6 karma
I want to be in control of the tools I use, be able to modify them to my needs. And I think it's wasteful to keep the things you write for yourself, so I've been sharing my code for years. It takes a long time to get actual contributions back, but it's definitely worth it.
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