Game Development

Indie game development, iOS, Android, PC, Cross platform using HTML phaser.io and Cordova

Game Development

Dev Notes (Unity) - Rendering Large 3D Cities on Mobile for Pocket City 2

Pocket City 2 is my upcoming city-building game for mobile (and eventually PC). It is close to completion and I hope to launch it in the next couple of months. Working as a

Game Development

Top Unity Asset Store Tools - My Picks

I've been working on Pocket City 2 in Unity for several months now and have been really impressed with what you can find in the asset store. Here is a list of some

Game Development

Pocket City 2 In Development

It's been a while since the last update, and here's why: I am working on a sequel to Pocket City! It will be a brand new game built in 3D from the ground

Game Development

Pocket City's Cross-Platform Development Pipeline

Or, how I made a mobile game as a web developer. This blog post explains the pipeline for Pocket City and how the game was created. Some players have asked how Pocket City

Game Development

Setting Language Metadata for Electron MacOS Apps

I recently released Pocket City for MacOS by packaging the game using Electron and Electron Packager (https://github.com/electron/electron-packager) Everything looked good and the game was approved for the Mac App

Game Development

Optimizations for HTML + JS Mobile Game Development

Performance is one of the main challenges of building an app in HTML + JS. Below are some optimization techniques that I've used in Pocket City, a hybrid Cordova app, to deliver the smoothest experience possible.

Game Development

5 Reasons to Use DOM Instead of Canvas for UI in HTML5 Games

Drawing to canvas is the primary way of rendering content in HTML5 games, as it beats DOM manipulation out of the water for performance. However, I've found that the DOM still has a

Game Development

Cheating at z-depth sprite sorting for draw order

When implementing buildings in Pocket City, I discovered that ordering buildings was easy - just sort the z-index using the buildings's Y position whenever the buildings changed, then cache the buildings as a

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