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BrokenKnight

Member Since 15 Aug 2013
Offline Last Active Sep 11 2013 06:44 PM

Posts I've Made

In Topic: Engine Structure?

28 August 2013 - 08:49 PM

Just a re-iteration of some above posts because it's so important. Avoid Public Global Static Objects. Don't use them because its easy. It is going to make life really hard when there is a flat hierarchal structure and anything can access/call anything else. Pass in your managers by reference, it will save you a lot of headache in the long run.

 

 

If your code is getting too interdependent or tightly coupled consider using an eventing system. This allows someone higher up on the dependency tree to wire up event handlers and the sub-systems will operate independently of one another. Also take a look at using a component based structure to lighten the hierarchy. 


In Topic: Android development begginer's questions

27 August 2013 - 06:53 PM

Well, I'm now expeimenting with Unity and cocos2d-x and also reading about OpenGL

 

Just asking - how long it can take to develop engine for simple game (lets say for platform game in classic style) and what's tools and starting point?

 

 

Here is a pretty good list of android game engines.

 

 

If your goal is to make a game go through that list and find the one that is going to make life easiest. If your goal is learning to code then go through and find the one that has the best documentation/code/tutorials.

 

Time estimate table

(1: Little to no work, 2: A couple of days, 3: A week, 4: Three weeks, 5: Two Months)

 

Here are a few systems you need to consider when evaluating an engine OR creating one from scratch. Look at each engine you want to use and give it a 1-5 time estimate from that table for getting these systems in: 

 

 

A) Physics System. This is the bread and butter of all platformers. It needs to be fast, flexible, and easy to edit. You need to get this right because the whole feeling of your game depends on it!

 

B) Rendering and art pipeline. It needs to at LEAST handle frame by frame animations from a sprite sheet. You need to figure out what your import/export formats are and what tools the artist will use.

 

C) Level creation pipeline. You will need some level editor that can place objects down with certain sprites/values attached. It needs to export out and your engine needs to read it in.

 

D) GUI system. You will need a system to handle at LEAST the Screens, dialogs, and basic buttons in the game. You need to figure out what tool the artist will use to place them and how your engine is going to read it in.

 

E) Sound! You need some way of creating, importing, and playing sound.

 

F) Player Data. You need some way of saving a players progress.

 

 

Developing an engine from scratch for even a simple game can be very time consuming.


In Topic: Android development begginer's questions

26 August 2013 - 08:23 PM

The answers to these questions depend a lot on what you are aiming for. You are not going to want to use the base android sdk for game development. You are probably going to want to look at other tools/frameworks like Unity or LibGDX. They will get rid of a lot of boilerplate code and make prototyping/development faster.

 

1) Depends on what toolset you choose. You might choose an engine that abstracts out a lot of the underlying stuff like Unity. If that's the case you probably won't have to look at the native code. It would still be useful to learn for making the final builds or debugging if issues do come up.

 

2) Depends on what your timeline is. If you want to release a game in like 4-5 months you'd definitely want to go with a pre-made engine. If you absolutely must write your own engine be prepared to spend A LOT more time.

 

3) Depends on what toolset you choose. The best tools will have a WYSIWYG editor, the format the tool exports is irrelevant. If you write your own engine.....well then you are going to need to write your own editor.....the last thing you want is for your artist wasting time editing XML files.

 

 

I think the best thing for you to do is evaluate what you want to accomplish. Then research the best tools to use to get you there. Experiment with a bunch of tools until you find one that suits your needs. Give each tool a good week of experimenting like trying to create a simple asteroid clone in each.


In Topic: Looking for feedback

15 August 2013 - 10:22 PM

The only issue I had when I played was that it was more a tech demo than a game. That makes it really difficult to give good feedback! The concept sounds good, but it's all about execution and what follows. I do think using tris gives you some artistic differentiation from Minecraft/other voxels.

 

So I guess my comment, ultimately, is that you need to get more gameplay in to get meaningful feedback!

 

Good luck.


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