4 ms·
The problem was getting fresh content (missions, better assets, what have you) to the user. If you go with long autonomy, you get a fairly static game which you
by hdragomir 14y ago
The problem was getting fresh content (missions, better assets, what have you) to the user.
If you go with long autonomy, you get a fairly static game which you can update in big jumps.
If you go with fast updates, you sometimes delay the startup of the app.
Either way, getting your application across initially can take some time.
Originally, the game was meant to run within the Facebook app -- for which you would always need internet so we had to optimize for fast delivery.
I work on Pocket Island, at wooga.
- daleharvey 14y agoI dont see where there is any conflict between how it works natively and how it can/should work with an offline web app though. The assets shouldnt take any significantly different time to transfer between native / html, and you have the same choices of when you want to transfer them
- zanny 14y agoWeb workers!