[casual_games] Torque? Popcap? Or DIY?
Jónas Björgvin Antonsson
jonas at gogogic.is
Mon Oct 29 12:00:03 EDT 2007
Yes, we (gogogic) are using Flash AS3 (9.0) to develop games and other stuff. For more complex games we use a socket server for game logic and client connectivity. The socket server we're using can be extended with pure-bred Java code so it is a dream to use for us old dog developers.
Flash is a very robust platform and the latest version has moved even more towards a stable development model with object oriented design, good interfaces and we de-coupled tiers of code/art/assets.
J#
www.gogogic.com
-----Original Message-----
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org] On Behalf Of Tom Hubina
Sent: 29. október 2007 15:30
To: 'IGDA Casual Games SIG Mailing List'
Subject: Re: [casual_games] Torque? Popcap? Or DIY?
Assuming you're making a 2D game, where does doing everything (Web, PC
download, Mac download) in Flash 9 fit in? Has anyone explored that route
recently?
Tom
> -----Original Message-----
> From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org] On Behalf Of Brian
> Meidell Andersen
> Sent: Monday, October 29, 2007 8:02 AM
> To: Casual_Games at igda.org
> Subject: Re: [casual_games] Torque? Popcap? Or DIY?
>
>
> When we first started out, we had to decide between these
> same options, and we ended up going with DIY.
> For most people, I think this is a nutty approach, so I'd
> like to explain why we ended up going with it (hopefully
> saying something useful along the way).
>
> We are two people in our company, and we are both used to
> work together for years working on "big" triple-a console games.
> Ultimately we want to do more indie-like titles, but the
> casual games market is a well established market that seemed
> fun and simple to start with.
> When we first started, we evaluated a bunch of different
> engines, both open source and cheap ones. Most of the ones
> mentioned by other people in this thread were included in the list.
> Ultimately we chose DIY for these reasons:
>
> 1) We have long term plans for what we want to do with the
> engine, and we didn't see any of the evaluated engines as a
> good fit for both our short term and our long term goals.
> 2) We are stodgy and old and a lot of the engines simply
> didn't work like we preferred them to
> 3) We have a good deal of industry experience and knew
> exactly how to write an engine
> 4) Our plans lend themselves to gradually building our engine
> tech while producing viable products along the way
>
> For DIY to make sense, I think these conditions need to be satisfied:
> 1) None of the engines you can afford fit well with your long
> term goals, and
> 2) This is not the first time you are writing a game engine
> 3) You aren't on a tight schedule
>
> If any of these conditions are not met, I would definitely
> not go with DIY.
>
> I hope this was of some use.
>
> Regards,
> Brian
>
> --
> Brian Meidell Andersen
> Programmer/ Founder
> The Game Equation
> http://www.thegameequation.com
>
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