lazy game developer

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Cower Defense

Cower Defense

A tower defense game developed by Belka for social networks – a really cool game with a great story, artwork, and animations. The original game was built in Adobe Flash.

I was one of three programmers responsible for porting the game to iOS and Android, using C++ and a custom engine. I worked on the tower defense core of the game, the popup system, the tutorial system, a localization-merging utility, and various smaller features. Everything else – which was a huge amount of work – was done by other talented members of the team.

Some of the graphics and animations were taken from the original Flash version, while others were recreated from scratch. For example, most of the user interface was redrawn.

Cutscenes were implemented as video clips loaded from the server when needed, featuring animations of localized character dialogues. The old-film visual effect was implemented entirely in code.

Toy Defense

Toy Defense

Almost my first game developed for iOS. I worked on this game at Melesta. The company’s engine, written in C++, was used with my modifications to the renderer. For the UI, I created my own simplified polling-driven widget system. At the time, I thought it was a good and justified approach.

The game was developed between 2011 and 2012. I only worked on the iOS version; later, other developers ported it to Android and Windows. One of these developers was the excellent programmer Sergey Greshnov, sadly passed away prematurely. There was also a Flash version, but it was most likely written from scratch.

Development proceeded in bursts — first a feature would be implemented, then cut, and replaced by a new one. This happened quite frequently. When developing a game with a “floating” or completely absent design document, this can be considered normal. Still, the development of this game stood out compared to others. Not necessarily good or bad — it’s just a fact that stuck in my memory.

It’s worth noting the particle system used in the game. I won’t name it, but the library was quite well-known, with a Windows-only editor. The particle system itself was decent but very slow. Sergey Greshnov once tried to improve its performance, fortunately, the system came with source code. In my opinion, it would have been better to write our own particle system with proper architecture and cache-friendly data layout.

For this game, I also wrote an external level editor. I developed it at home on Linux using one of my older engines. Of course, the release version was for Windows, as the game designers were using Windows computers.