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Divinity original sin 2 cutting tool
Divinity original sin 2 cutting tool











divinity original sin 2 cutting tool

Initially, you were able to cast spells by double tapping everywhere.

divinity original sin 2 cutting tool

Of course, we failed to produce something perfect the first or the second time - there was always going to be at least one flaw. So in the end we started to make our own Super Combat System For Touch Screen. We went through at least 10 games of different complexity purchased on our iPads, and none was close enough. Secondly, there was practically no example on the App Store that we managed to find – and we really tried. Firstly, because the game wasn’t previously ported to any touch device, no successful precedent had been set, meaning we had to start from square one on this. The very first adaptation of the main HUD to the touch interface.” The second iteration looked better, and for some time we thought that this would be the final version.Īdapting the combat system to the iPad was a challenge for a couple of reasons. By cutting off this potential problem at the pass, we saved a lot of headaches further down the road. Efficient tools are the backbone of any successful development project, and this was a prime example of a massive win being achieved. This reduced the iteration time drastically and everyone was happy.

divinity original sin 2 cutting tool

This could upload the change to iPad and update this specific part you’re working with on the fly, without restarting the game. To get around this, we ended up with an additional feature to the existing tool which was working on PC or Mac. It was a time-consuming operation (restarting the game took at least several minutes) and obviously created a bottleneck. UI iterationsIn the early stages of development, if we wanted to update a window or a button – anything at all really – you needed to put the updated asset into the right place, or change a piece of code and restart the game. Let’s go through some of the things that went right, and wrong, in the development of DOS2 for iOS. When we had the first prototypes working, we didn’t realize how many challenges were ahead of our relatively small team – it took 11 months to adapt the UI, optimize rendering and many other things that you don’t think about when you start. So it went relatively well, but it was never going to be without its technical challenges. We hadn’t used any cross-compilers, API wrappers or anything like that on Mac and it paid off. They both can use the same language and Metal GPU API. The game was initially ported to Mac back in 2019, and it took a couple of months to get the game from the idea to the first prototype, since macOS and iOS are quite close to each other in terms of porting. But thanks to Apple’s new batch of iPads, we at Larian and Elverils were able to work together to get the game running in its best possible form on the platform. Translating a game as complex as Divinity: Original Sin 2: Definitive Edition to iOS was no small task.













Divinity original sin 2 cutting tool