16k views for our tech talk!
One of the rare presentation available online on game architecture, especially for a large-scale game on Unity with interconnected features.
"The Last Night's Game Architecture"
A presentation by our Lead Programmer
@GhatSmith
, at
@rgbconf_gva
this Saturday.
Discover what we developed on top of Unity to blend systemic simulation with handcrafted content: 0 allocation + way faster than Unity's Visual Scripting.
We designed this architecture to support The Last Night's dynamic world, like our weather:
Surfaces get wet & dry dynamically, fog / cloth / vegetation / water react to wind, all in real time, all in pixel art. A world first.
Bonus:
The Last Night's weather controlled by MIDI controller.
With our tech architecture, any variable can be affected by any other element in the game, without hardcoded dependencies.
@uunamirul
We're sorry to tell you that this is a scam.
Please do not open any file sent to you.
We are not providing any playable version to any content creator currently.
Our official email address is from
@oddtales
.net.
Do not reply to anyone else pretending to represent us.
Our tech architecture is allowing us to achieve *perfect* feature decoupling. The product of 6 years of work, following several false starts with other approaches based on singletons & IoC.
@AlCampbeII
Thank you Al. Really. Weโre a tiny ship compared to these great juggernauts, but we use that to our advantage by taking more risks and creating something completely unique & different in the video game landscape. Hopefully, youโll see how the next time we show the game.