One of the most important aspects of Muster my Monsters is the animation system. Muster my Monsters is a semi-interactive game in the sense that you do not control directly the characters in the game but chose the actions they will execute. In some sense, it is like choosing the cinematic sequences that will be played in a while.
Muster my Monsters is a social/party game featuring terribly horrible and ridiculously weird fighting-monsters.
So, the quality of those cinematic sequences is critical. They need to be very visually appealing and, most important, they need to communicate the state of the game precisely to the player.
Muster my Monsters’ basic rules are similar to the rock-paper-scissors game, but in MmM we have ruder actions: Attack wins Mock, Mock wins Dodge and Dodge wins Attack. And this is called “balance”.
Prototyping is a critical developing phase. During prototyping you may find design problems on your app that, if not detected early, would probably make you and your team waste an important amount of time.
The lasts weeks I have been trying and playing with different frameworks, methodologies and alternatives to mobile cross-platform development. In today’s post I would like to share with you my conclusions and… headaches.
So, you know, by definition cross-platform development is never an easy issue. Every platform is very different from each other just because it needs to differentiate from the competitors. So you, as a cross-platform developer, have to deal with it. Period.
Opuss is a new service that i’ve been working on with Adam Neilson(@adamneilson) and Chris Knight(@chrisknight2) for the past 2 or so months. It’s a new and exciting way to read, write and share all the best words in the World.