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I was wondering, how do you compile the demo builds? Do you do each one as a stripped down version of the main branch?

Was just wondering :)
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nmb11999: I was wondering, how do you compile the demo builds? Do you do each one as a stripped down version of the main branch?

Was just wondering :)
When we make a build, we simply add the scenes we need, and we don't load the ones that are not accessible yet to the players.

I'm not sure if I understand your question correctly, so let me know if it's not what you're looking for :P
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nmb11999: I was wondering, how do you compile the demo builds? Do you do each one as a stripped down version of the main branch?

Was just wondering :)
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jffiset: When we make a build, we simply add the scenes we need, and we don't load the ones that are not accessible yet to the players.

I'm not sure if I understand your question correctly, so let me know if it's not what you're looking for :P
Hehe, what I meant was if you have one master build that you then generate the demo version from, or if the demo version is sort of its own entity. I guess I was thinking about how you make updates/changes to the game world, like do you only need to apply the changes in one place, or update the demo version separately.

Something like that :)
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jffiset: When we make a build, we simply add the scenes we need, and we don't load the ones that are not accessible yet to the players.

I'm not sure if I understand your question correctly, so let me know if it's not what you're looking for :P
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nmb11999: Hehe, what I meant was if you have one master build that you then generate the demo version from, or if the demo version is sort of its own entity. I guess I was thinking about how you make updates/changes to the game world, like do you only need to apply the changes in one place, or update the demo version separately.

Something like that :)
It's actually one big project, and we can choose what we want and what we don't want when we make a build. For instance, if we were to take down the barrier by the doctor's cottage, you would have a road without any houses and you could even fall if there's no terrain. Same goes for the portion behind the ice wall. It's easier this way because once we're ready to fully launch the game, players will not have to download the whole game again, but only the missing parts :P
In other words, the demo is only part of the big entity that is Kona.
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jffiset: It's actually one big project, and we can choose what we want and what we don't want when we make a build. For instance, if we were to take down the barrier by the doctor's cottage, you would have a road without any houses and you could even fall if there's no terrain. Same goes for the portion behind the ice wall. It's easier this way because once we're ready to fully launch the game, players will not have to download the whole game again, but only the missing parts :P
In other words, the demo is only part of the big entity that is Kona.
Yeah, it only really makes sense to have one master project with everything in it. You sort of answered my question now, thanks :)