[casual_games] Casual Game Framework
Kef Sensei
kefsensei at gmail.com
Tue May 29 15:27:42 EDT 2007
Thanks everyone for the great advice.
Regards
Eli
On 5/29/07, Tom Hubina <tomh at mofactor.com> wrote:
>
> The original poster asked about casual games, and based on the engine
> choices he was considering seems to be looking at the PC/Mac market. Others
> have already covered what I would say on that topic and I don't feel like
> repeating them. Both you and the other poster suggested that having the
> engine selection should be, at least in part, based on availability of a
> mobile version of the engine and I was disagreeing with that part.
>
> I don't have a suggestion for a useful, unified mobile/pc/console engine
> just like I don't have a suggestion for building a perpetual motion machine
> and I don't think it's unreasonable to debunk folks trying to tout such a
> thing as a practical solution. Strip mobile from that list and you can say
> whatever you want ;)
>
> I overheard this type of talk at the casual/mobile conference in LA last
> week and I wrote it off as an aberration. Now that I'm hearing a couple of
> people here suggesting it as an important consideration I realize that this
> is something that should probably be nipped in the bud before folks that
> aren't familiar with mobile start believing it and the nonsense spreads.
>
> That said .. If you want me to rephrase my objection into a
> more constructive form ... here ya go -
>
> If you're creating a casual title and being able to take it to mobile
> (eventually) is something that matters to you, then you should write it in
> C++ and avoid 3D. The underlying engine doesn't matter because ALL of the UI
> and resource management will be massively rewritten. The benefit of going
> with C/C++ is that you can typically bring your gameplay mechanic code over
> to BREW/WIPI and J2ME with less effort than if you're coming from something
> like Flash, although with Flash 9 things are a bit closer.
>
> Tom
>
> ------------------------------
> *From:* casual_games-bounces at igda.org [mailto:
> casual_games-bounces at igda.org] *On Behalf Of *E. D. Bass
> *Sent:* Tuesday, May 29, 2007 9:52 AM
> *To:* IGDA Casual Games SIG Mailing List
> *Subject:* Re: [casual_games] Casual Game Framework
>
> Any SUGGESTIONS as to what he should use, Tom?
>
> Countering is one thing, carping is another...It's about trying to
> help. I don't think anyone on this list thinks there's an all in one
> solution, but you have to start somewhere to see what suits you, and your
> team.
>
> Then you move forward.
>
> Tom Hubina wrote:
>
> If anyone tells you that an engine can cleanly support (or even remotely
> cleanly) PC, Consoles, and Mobile devices you should look for the snake oil
> that he's also selling. More than likely the only "mobile devices" they
> support are PDAs and Smartphones and not the hundreds of millions of mobile
> phones out there where you can actually make some money ;)
>
> You can 100% forget about any kind of all-in-one solution for 2D games. The
> only thing close would be 3D stuff, and that represents a tiny portion of
> the mobile market right now. But even that's something I would have to call
> bullshit on given that so many of the devices don't support things like
> floating point, and that you would need an engine that supports both J2ME
> (JSR-184) and C++ (BREW/OpenGL ES).
>
> And that's just the engine part. Once you factor in the idea that quality
> games on mobile are frequently quite a bit different than their PC/Console
> counterparts due to user interface, play time expectations, etc you quickly
> realize that anyone who says they have an engine that supports all three
> from the same code base has never actually made a successful mobile title.
>
> (sorry to be harsh, but I've seen a lot of this nonsense going around
> lately and no one seems to be countering it)
>
> Tom
>
> ------------------------------
> *From:* casual_games-bounces at igda.org [
> mailto:casual_games-bounces at igda.org <casual_games-bounces at igda.org>] *On
> Behalf Of *gmail.com
> *Sent:* Tuesday, May 29, 2007 7:28 AM
> *To:* 'IGDA Casual Games SIG Mailing List'
> *Subject:* Re: [casual_games] Casual Game Framework
>
> Hi,
>
> I agree completely agree with Eric. You really need a full package if you
> intend to develop for PC, Consoles, Mobile devices, etc. I recommend that
> you give a look at Mobex3D (www.mobex3D.com <http://www.mobex3d.com/>),
> it's a great engine for PC, Mac and mobile devices. It's one of the best
> engine available for mobile devices today.
>
> Hope this advice helped.
>
> Best regards,
>
> David Opresnik
>
> ------------------------------
>
> *Od:* casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org<casual_games-bounces at igda.org>]
> *Namesto *E. D. Bass
> *Poslano:* 29. maj 2007 16:00
> *Za:* IGDA Casual Games SIG Mailing List
> *Zadeva:* Re: [casual_games] Casual Game Framework
>
> 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
>
>
> ------------------------------
>
> *From:* casual_games-bounces at igda.org [
> mailto:casual_games-bounces at igda.org <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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