After Dusk Mac OS

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Dusk Tactics is a turn based tactical role playing game with deep strategic gameplay. Featuring high quality pixel art and battles that take place on beautiful, dynamic, isometric tile maps.Created by Louis Agoglia in Java with the libgdx library allowing for enhanced OpenGL rendering. ...learn more

Project status: Under Development

Intel Technologies
Intel Integrated Graphics

Overview / Usage

Dusk Tactics is a turn based tactical role playing game currently in development for Windows, Mac, and Linux. It comprises both the game itself and the underlying engine which combined a framework engine as well as a suite of tools for the creation and management of various game assets.

Taking on this project, which began conceptually back in 2011, as a solo developer required me to plan out in advance much of what I would be required to do and break it down into stages/phases. While I had experience working on medium sized projects, software applications, and creating smaller games, I had never taken on something of this scale so research and planning was key.

The first stage, which included concept design, planning and a tremendous amount of research, would last multiple years (collectively 8-10 months total). It would conclude with a semi-specific document of key features required, information on technical aspects including cost/benefit analysis of using Java to create a medium sized game, a breakdown of the timeline, a proper budget, and an incredibly tall mountain to ascend.

The second stage began in 2015 and was extremely slow. Since I had experience with JavaME (which really didn't help) the initial design, as described elsewhere, was to market this game for Android which would allow for a handheld/smartphone release. This would put the focus on the rising handheld app market while still allowing me to work on an eventual desktop release and possible iOS release. Using libgdx I also had the opportunity to target GWT which would allow for in-browser gameplay. After months of working on this, various limitations caused me to rethink how I would go about creating the game. My use of Eclipse IDE at the time was a boon but soon became a problem as Android decided to create their own IDE, Android Studio. This happened during a break in development and when I returned I found that I would have to, in so many words, 'make the switch' to Android Studio to continue development.

While I was able to get an early version of the game running on my Samsung S4 phone, the jungle of resolutions, lower performance, and graphical limitations ultimately made me change the project's focus. This combined with the above re: Android Studio caused me to restructure what code I had into the start of the engine I created, which would be focused on Desktop release.

In early 2018 the second stage continued in earnest and by the end of 2019 I had the majority of a viable engine that would allow me to build atop it a turn based tactics game.

Stage 3, which was started prior to ending stage 2, was the actual game development work and was started early 2020. The goal of this stage is to create the game as well as perform various unit testing and an eventual closed alpha testing. The final stage is planned to be what I call the 'polishing' stage which is where in my experience and research, a majority of the time/effort comes into play as I will try to close that game from a playable tech demo (90%) to a polished game ready for release (99%).

Methodology / Approach

Dusk Tactics development began as far back as 2011 on a conceptual level as ideas and outlines were created. As someone with a background in software programming, I decided to go with Java as my programming language using libgdx, an extension of LWJGL (Light Weight Java Gaming Library), which allows for access to OpenGL 2+ API rendering with a lightweight, yet complete set of tools that focus specifically on game development.

The original idea was to develop a game for mobile devices, mainly Android using the Eclipse IDE with Java and libgdx. Over time the focus was switched to desktop development and the project was slated for release on Windows, Mac OS, and Linux platforms.

In order to build the game, I first started with building the engine that would go on to contain various systems including the rendering loop from which I would build outwards. I decided to go with a strict Object Oriented design using JSON as a data format and scripting language.

The engine has recently (2019) been complete enough to begin development of the actual game itself in late 2019. As a single person working on this project it has been an incredibly arduous, educational, and all around fulfilling experience to engineer various methods of creating a veritable collection of systems that would go on to form the foundation for Dusk Tactics.

Upon starting regular game development my process thus far has been to set up a task list and work from macro to micro, allowing myself to shift between different systems and even change from programming to art asset creation in order to avoid what many consider 'burnout' of working for years on a single project.

Technologies Used

Development Software

  • Java Software Development Kit 8
  • libgdx Game Library Version 1.9.9
  • Eclipse IDE for Java Developers v2019-09
  • Open GL 2

Asset Creation Software

  • Tiled Map Editor
  • GraphicsGale
  • Paint.NET
  • OpenOffice
  • Notepad++

Project Management Software

  • Trello
  • MantisBT

Recording/Media Software

  • Open Broadcaster Software (OBS)
  • avidemux (video editing)
  • ScreenToGif

Hardware

  • Intel Core i7 (9th Gen) CPU (Laptop)
After Dusk Mac OS

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