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cirenehc

Beginner question for (maybe) Isometric games

2 posts in this topic

Hello everyone, I'm not new to programming, but I am a newbie to game development. I took an undergrad course in computer graphics (not long ago), so I have a very basic understanding of how games are made. It's been my childhood dream to create a game, and I think this is a good time for me to start chase after that dream.

The last time I've been to gamedev.net (like a few years ago), I remembered there was a subsection on the forum for isometric games. I could not find that subsection this time around, so I decide to post my question in the second most appropriate section (i.e., here).

Long story short, I have a game idea in mind that I want to implement. And I have 2 requirements for this game:
1. This is going to be an isometric-like game. I used to word "like" because I'm also fine making a 3D game with a non-moving camera, which looks similar to an isometric game.
2. I want this game to run in a web browser.
- I was thinking of using Unity3D or html5 for this, unless someone give me a good reason to use flash (i.e., it's 100x easier to make it in flash). Keep in mind that I have no experience in Flash :P

Can anyone give me some ideas of what technology I should use (game engines, etc)? And what are some good resources for beginners trying to make isometric-like games?
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If you're building a game for the browser, then there are two major factors you need to key in:
1) You'll have to master JavaScript
2) Putting all your logic in the front-end makes your game significantly more hackable.

There are alternatives to #1 (ActionScript being one of them; I feel this is a technology which is losing traction to HTML5 so can't recommend going this route). Google's Native Client would also be a good bet, since C code becomes reusable; this, however, is even more bleeding-edge than HTML5 game development, and its future is highly uncertain.

As for #2, the main option is to put game logic in the back-end, and link the browser game client via some means like XmlHttp requests, WebSockets, and the like.

I've gone the Canvas+WebSockets client/server route, upon which I'm basing TGE's development (link in sig). Game development in this fashion is in its infancy at best, meaning there aren't complimentary libraries (higher-level network messaging, stateful machines, sprite animation, level formats or generators, user interface widgets, and so on), but I'm slowly working on them.

Flash/AS, obviously, give you a neat little black-box SWF, user interface, and (probably) established game engines ([url="http://emanueleferonato.com/2010/02/23/11-flash-isometric-engines-you-can-use-in-your-games/"]see these 11[/url]) already, but the trade-off is (what I refer to as) a dying technology (YMMV). It's really a matter of what you want to accomplish moving forward.

Drop me a line if TGE interests you.
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[quote name='stormwarestudios' timestamp='1327414570' post='4905783']
If you're building a game for the browser, then there are two major factors you need to key in:
1) You'll have to master JavaScript
2) Putting all your logic in the front-end makes your game significantly more hackable.

There are alternatives to #1 (ActionScript being one of them; I feel this is a technology which is losing traction to HTML5 so can't recommend going this route). Google's Native Client would also be a good bet, since C code becomes reusable; this, however, is even more bleeding-edge than HTML5 game development, and its future is highly uncertain.[/quote]

Native client currently supports Unity3D, that's why I'm looking into this as well. I'm also quite proficient with Javascript and other web technologies (canvas, websocket, etc). FYI I'm currently doing a PhD in web security :P

Secondly, I've looked into HTML5 game engines, and non of the free ones look "visually" appealing to me. I am very interested in TGE, so please give me some details on this. Thanks :)
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