• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Spikes1471

Making a 2D Game Engine questions! (Please Answer)

5 posts in this topic

Are you a beginner? It is hard to give you a proper answer if you don't specify what you know. However considering you are on "pre-production" of a game, and you are asking such a question, i am guessing you are a novice; if that is the case, then you shouldn't be trying to build an engine, The game engine for the game "Braid" was created by professional programmer Jonathan Blow, who's been programming for many years. (Watch the film "Indie Game: The Movie" for reference).

0

Share this post


Link to post
Share on other sites

To answer your first question.  Yes a game with the quality of Braid can be done in HTML canvas.

Your second question (Will it be complex).  I don't think so but then I don't know your level of abilities.

 

You should follow HyperVs advice and try focusing on making your game rather than making an "engine".  Usually it is better to make your game and release it then if you want to make another game pull out all the best bits, refactor and reuse them.  After a few games you will have a framework (engine) that is suited to your way of development and is easy for you to modify and reuse. 

If you set out to make an engine first you will quickly finding yourself making half an engine, then restart, again and again and never really make a full game.

2

Share this post


Link to post
Share on other sites

Buster2000 speaks the truth about restarting again and again if you attempt to make an engine from scratch.  From the few screen shots I've seen of Braid I would look into Unity3D 4.3 since they just made it a lot more user friendly for creating 2D style games with 3D models.  Or so everyone is saying.  I have it downloaded but have not played with it yet.  I often find myself in a loop like Buster talks about lol its obnoxious and while you do reenforce the basic fundamentals of programing or game dev in general you do not get anywhere.  I've been playing with Game Maker Studio a little bit lately and have managed to create a rough top down "scrolling" shooter.  Combat works and you gain points but no menu system or respawn.  I've toyed around with udk(ude 4 was released today) made a cube model in blender then was able to have it move around and jump in unreal 3. I was able to get a room of sorts working in unity 3 using a smartfox server so players could log in walk around and chat with eachother(chat bubbles).  I got frustrated trying to get a basic inventory and combat working though,   I've made a flash "game" where I have a dot that moved in a room and was obstructed from moving by walls and had a door with working room transition.  None of it got anywere though.  My point of my ramblings is make a game not build an engine lol  I guess this could also be an argument for working with a team as one person focus's on one thing another on something else so the pieces slowly build together into a working mass.

 

~ Soul-Burn

Edited by Soul-Burn Studios
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0