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How Would You Tackle This?

Started by thebusypapa Sep 9, 2010 at 4:27 AM 10 replies 2k views
Original Post
thebusypapa
thebusypapa
You'll have to excuse my naivity as I am new to this genre and design style. Maybe someone can help?

Right, I'm creating an RPG/Tower Defense game for a client. Graphically this game would be on par with Worms or Plants vs Zombies, obviously not overly complicated. I need an engine capable of producing attractive cutsey cartoon visuals alongside smooth scripting for this reason I don't want to use anything bloated.

How would you tackle this engine-wise?

[Edited by - arry2007uk on September 9, 2010 4:44:14 AM]
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Ashaman73
Ashaman73
We need more info about your requirements:
- plattform(mobile,iphone,windows,linux,console?)
- investment (free, low budget $XXXX,high budget)
- web or standalone ?
- 2d or 3d

thebusypapa
thebusypapa
Quote:
Original post by Ashaman73
We need more info about your requirements:
- plattform(mobile,iphone,windows,linux,console?)
- investment (free, low budget $XXXX,high budget)
- web or standalone ?
- 2d or 3d


* Windows OS (possible Mac OSX & iPhone version later)
* Minimum investment, the cheaper the better for this client.
* Standalone
* 2D

I should add I have experience with the Unreal 3 Engine, but I really am not looking to use that in this case.

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YoYoFreakCJ
YoYoFreakCJ
I guess that XNA would be fine for this. It's a framework for C# provided by Microsoft. You get into it really quick and can get fine results with a fair amount of work. It's free to download and install, but I don't know how they handle distribution licences. I love XNA for it's useability, so I recommend that you take a look at it and give it a try.
ernow
ernow
The OP mentioned iPhone so XNA and Flash are a no-go unless you are willing to start over again when making a version for the iPhone.

Cross-platform including the iPhone is hard anyway so picking a single engine for these platforms isn't a piece of cake...
thebusypapa
thebusypapa
I want to avoid Flash due to performance limitations, iPhone accesibility is a possible outcome but not a required one. In the end, rebuilding the games wouldn't be a problem if it came to that.

Another note is that my client may want to sell his game once created and I really don't know where XNA stands from that point-of-view for PC titles.
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geolycosa
geolycosa
I would write your PC version with C (or C++ if you must) and SDL. That way, your Mac (or Linux) port isn't going to be a big deal, and when you're ready to jump to iPhone, you can rip the SDL out and replace it with the iOS's drawing API.
Will Miller | Game Designer | Big Huge Games
thebusypapa
thebusypapa
Quote:
Original post by geolycosa
I would write your PC version with C (or C++ if you must) and SDL. That way, your Mac (or Linux) port isn't going to be a big deal, and when you're ready to jump to iPhone, you can rip the SDL out and replace it with the iOS's drawing API.


I know very little about SDL other than it is common place. Are there any limitations I should know about? Only my knowledge of it is little more than a few low quality Snake clones and FreeCiv.
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Wibbs
Wibbs
Another popular option is SFML, which is similar to SDL and has a good, active community.
yaustar
yaustar
Unity will target all 3 platforms (iPhone will be at a cost).
C or C++ with SDL. SDL is a framework that abstracts the hardware (graphics, audio, input). It isn't an engine so you have to write animation systems, etc yourself.
If iPhone is not a priority then Flash with flixel or FlashPunk is something to reconsider.

More handy links to resources:
http://www.indievision.org/?p=2275
http://www.pixelprospector.com/2010/08/the-big-list-of-game-development-resources/
Steven Yau
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