If you’ve been following me on Twitter you’ll have noticed that I posted an image from a new game world I’ve been working on. So why am I adding an extra world to Dare the Monkey so late in the day?
Howdy everyone! It’s been a while since my last post so I thought I’d let you guys know what I’ve been up to.
To be honest, I was actually readying Dare the Monkey for release. I’d finished all my planned levels for the main game mode, and added two additional game modes to boot. I’d also spoken to a few publishers and done an additional round of play testing with people.
As always the response to the game was extremely positive but I was also seeing some niggling feedback coming back time and again and I felt it wasn’t right to simply ignore it. After all, I’ve spent all this time making Dare the Monkey and I didn’t want to sell myself short right at the end of the project.
So I’ve taken all the feedback on board and now have a list of things that I think will maximise Dare’s chance of success. Today I’d like to talk about one of those things – the game’s difficulty – and I’ll talk about the others over a series of upcoming posts.
A common technique when you’re trying to squeeze as much performance as possible out of your game is to half the size of certain images then scale them back up at runtime. However there is a slight variation on this approach that could give you the saving you’re looking for without compromising the final render quality of your image so much.
Sprite based games like Dare the Monkey are typically memory hungry. In addition, textures that aren’t GPU optimised can really drag your game’s frame rate down. While it’s great to strive for the best visuals possible, performance is king and you really should do your very best to reach the gold standard that is 60 frames per second. Oh and if you can get your memory footprint as small as possible then you’ll be opening your game up to a much larger range of devices.
The good news is that it’s possible to optimise your graphics without having to sacrifice too much in the way of visual quality. So over the coming weeks I’m going to be sharing useful tips from my own experience working on Dare the Monkey. So let’s get the ball rolling.