[casual_games] Casual Game Framework
E. D. Bass
edb at CONCRETEALCHEMY.COM
Tue May 29 10:00:10 EDT 2007
Just wanted to add my 1.0025 cents.
My crew recently ran up against this issue, and choosing a solid dev
package was a good deal more difficult than i had imagined.
I normally don't offer unsolicited advice, so do forgive...
Firstly, think of your long term goal and long term development scheme
if you intend on developing for PC, Console, Mobile devices, or Web-based,
Choose a package that can either do all of those things.
Do get stuck with a package that will cause you headaches when you
decided to
jump platforms. Our solution was TGE for everything but web, and for that we
chose Flash Professional.
TGE for price, support, community, and the fact that the guys at Garage
Games actually
answer their phones AND give great advice and support. And Flash,
because you just
cannot beat it for fast, fluid, cross compatible game dev.
So, thats my story and I'm sticking to it, good luck Bro.. its all worth
it.. trust me!
Peace and Prosperity,
Eric Bass
Concrete Alchemy Mediaworks
James Terry wrote:
>
> 1-Is there any impact on the selected technology on a Publisher's
> point of view? Do they prefer any technology over other?
>
>
>
> A lot of publishers favor their in-house technology if available,
> Playground SDK, PopCap Framework, Torque Game Builder, etc.
>
> 2-What do you think about XNA for a casual games?
>
>
>
> Like others have said, XNA hasn't matured yet, and it does not support
> Mac at all (which is a large outlet for a casual game)
>
> 3-Any experience on using a publishers framework (PopCap Games
> Framework) and then publishing with others?
>
>
>
> Both the PopCap and Playfirst SDK can be used on projects that end up
> getting published through someone else, or even self-published
>
> 4-Any other suggestions?
>
>
>
> Check out Playfirst SDK, PopCap Framework, Torque Game Builder, Unity
> (if you have a Mac) and see which one is most useful for what you want
> to make. >From what I've seen, its faster to build a Prototype using
> Unity or TGB since they have a heavy scripting component while PopCap
> and Playfirst will stick you with a lot of C++, but TGB and Unity both
> cost a bit, while PopCap and Playfirst are free
>
>
>
> **James R. Terry**
> Yatec, LLC
> 11606 Southfork, Suite 300
> Baton Rouge, Louisiana 70816
> (225) 274-1550 Ext. 136
> www.yatecgames.com <http://www.yatecgames.com/>
>
>
>
> ------------------------------------------------------------------------
>
> *From:* casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org] *On Behalf Of *Kef Sensei
> *Sent:* Monday, May 28, 2007 9:35 AM
> *To:* casual_games at igda.org
> *Subject:* [casual_games] Casual Game Framework
>
>
>
> We are an outsourcing company and we are developing our first game of
> our own. We are creating a playable demo for submission to publishers
> and we are considering sevral technologies.
> We have started with XNA hoping to go through Microsoft path but we
> found many incompatibilities with Graphic Cards so we are considering
> other options such as PopCap Games Framework.
> Some questions:
>
> 1-Is there any impact on the selected technology on a Publisher's
> point of view? Do they prefer any technology over other?
>
> 2-What do you think about XNA for a casual games?
>
> 3-Any experience on using a publishers framework (PopCap Games
> Framework) and then publishing with others?
>
> 4-Any other suggestions?
>
> Thanks for the feedback...
>
> Regards
> Eli
>
> ------------------------------------------------------------------------
>
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