Wayward Tide : Technical Info
Game development is not some black art; there are tools, tutorials and libraries freely available for anyone to get started. So why have we decided to move away from that and write Wayward Tide in Haskell? Just how are we developing this game? WARNING: this is about development, not about the game. Please adjust your expectations accordingly! A Bit Of Detail We’ve split the development of Wayward Tide into two streams; asset and game content is independent from engine development. This split is really helping to keep the game data-driven, a decision we made to make it easier to mod […]