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Jan. 29th, 2007 01:15 pmAlso in completely unrelated news, I have been looking at these "fast game development" efforts too often lately. For those of you who have no idea what I'm talking about, there have been a number of groups lately (some students, some professional game developers, some other folks) who get together for awhile -- say a few days to a week -- and hammer out very silly, very quick little games just as fast as they can. It's possible for one person to put together a tolerable, very simple game in about 4-7 days, or for two or three people to put a game together in 2-4 days.
The thing is, I'm not seeing a good game developement environment for this. Not anywhere. So here's what I think you'd want to do this pretty well:
- A programming environment with the basic requirements for a game like opening windows, playing sounds, and maybe some kind of 2D and/or 3D graphics. Plus, y'know, some programming language.
- The ability to package this up with a little installer, maybe even just a .zip file, to easily play on a variety of machines. At the very least Windows and MacOSX, but preferably also Linux and maybe others.
- The whole thing should be fast enough that you can get a bunch of 2D objects moving around the screen without too much hassle. This probably rules out anything pyGame-based, for instance, since you don't want 50 particles all doing their moving-around math and bitmap redraw in Python. I think this also rules out BASIC. I have faith (untested) that Perl would do this okay, but I reserve the right to be unpleasantly surprised :-) Alternately, whatever solution you use could have reasonable callout to C/C++ (Python? Yup, pretty much. Java? Nope)
You'd also like your installer solution to let you package up libraries easily so that you can just say "install this" without first figuring out whether they've already got libjpeg installed or something. This is where C/C++ falls down hard :-( And "use configure" isn't an answer. That's way nastier and more awful than writing the game in the first place, especially for such well-trodden ground.
Does anybody know a way to do this that already exists and is tested?
The thing is, I'm not seeing a good game developement environment for this. Not anywhere. So here's what I think you'd want to do this pretty well:
- A programming environment with the basic requirements for a game like opening windows, playing sounds, and maybe some kind of 2D and/or 3D graphics. Plus, y'know, some programming language.
- The ability to package this up with a little installer, maybe even just a .zip file, to easily play on a variety of machines. At the very least Windows and MacOSX, but preferably also Linux and maybe others.
- The whole thing should be fast enough that you can get a bunch of 2D objects moving around the screen without too much hassle. This probably rules out anything pyGame-based, for instance, since you don't want 50 particles all doing their moving-around math and bitmap redraw in Python. I think this also rules out BASIC. I have faith (untested) that Perl would do this okay, but I reserve the right to be unpleasantly surprised :-) Alternately, whatever solution you use could have reasonable callout to C/C++ (Python? Yup, pretty much. Java? Nope)
You'd also like your installer solution to let you package up libraries easily so that you can just say "install this" without first figuring out whether they've already got libjpeg installed or something. This is where C/C++ falls down hard :-( And "use configure" isn't an answer. That's way nastier and more awful than writing the game in the first place, especially for such well-trodden ground.
Does anybody know a way to do this that already exists and is tested?
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Date: 2007-01-29 11:25 pm (UTC)no subject
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Date: 2007-01-30 12:47 am (UTC)Short-term, I'm probably looking at the TGB (Torque Game Builder) or rough equivalent. So more 2D than 3D.
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Date: 2007-01-30 01:30 am (UTC)no subject
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Date: 2007-01-30 12:11 am (UTC)no subject
Date: 2007-01-30 12:17 am (UTC)There were a couple of Indie Game Jams with professional developers: http://www.indiegamejam.com/
I can't remember offhand where I looked at others, but they're along similar lines. I believe the Indie Game Jam is semi-franchised -- there are potentially others in other locations, and some web sites. I don't remember seeing any that looked like they were really getting much traction, though...
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Date: 2007-01-30 12:35 am (UTC)no subject
Date: 2007-01-30 12:48 am (UTC)no subject
Date: 2007-01-30 07:19 pm (UTC)http://www.gameinaday.com
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Date: 2007-01-30 02:09 am (UTC)no subject
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Date: 2007-01-30 04:36 am (UTC)no subject
Date: 2007-01-31 02:29 am (UTC)More java links
Date: 2007-01-31 01:51 am (UTC)It's the engine behind Puzzle Pirates.
http://www.gamegardens.com/
Re: More java links
Date: 2007-01-31 02:28 am (UTC)no subject
Date: 2007-02-01 05:09 pm (UTC)I think you comments about the installers are very apt. I wish I knew an easy way. Torque always seemed like overkill to me, but maybe I should look at it again. I've played with SDL and wxWidgets, in addition to ColdStone. If you want to do something like a simple RPG, ColdStone could work well, but it is pretty targeted to that environment. The programming is annoyingly dialog based, but I wrote a simple compiler that you can use outside ColdStone if you want to write more than a basic conditional. Also, I think that BASIC has gotten pretty good. Last time I played with RealBasic I thought it would work fine for a 2D game. Haven't really banged on it though.
Usually my process goes: Cool idea for game -> write core -> get annoyed at shell -> abandon. I need to work on that. I also get tangled up in the freeware/nagware/shareware squirrel cage.
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Date: 2007-02-01 05:47 pm (UTC)I don't know ColdStone, but wxWidgets and SDL are both very hard to package up. pyGame (which is SDL-based) is better, but still annoying. RealBasic, I don't know. I've seen it used for RPGs and other extremely-low-framerate games, but I could believe its performance is better than the usual applications I've seen.
But yeah, I don't usually get started properly on games either. I need to devote a weekend to getting *something* off the ground, and then collect things like freely-usable images from there.