Few questions for Q&A session:
@dapetcu21 (Marius Petcu)
Could you tell more about your narrative solution Fuior in a couple of key features, that were the reason for its creation?
@aglitchman (Artsiom Trubchyk) & @dlannan (David Lannan)
What about the design of levels in the old-fashion Quake or Half-Life style, what are the main limitations right now?
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What are the workarounds for putting different textures on different sides of the object, as often happens in such levels, where one texture is a wall and another is the floor.
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Is there a need to optimize the storage of these textures and models if there will be as many as in the actual levels of the first Half-Life, or will the limitations of Defold be enough.