Easy iOS game development with GameSalad
gamesalad.com
gamesalad.com
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That's just annoying. And makes me drop it down so my internet connection can stream it. And beyond worthless, becoming wasteful, because even 480p is more than it can display but you're draining my battery more with increased CPU use.I would think the market should be responsible for judging quality, not a sole company. On the app store you can request a refund, or give a review as well.
Nintendo revived the industry in part by exerting quality control over every game released for the NES, and this has been standard practice for console manufacturers ever since.
The market does come into play though. For the app stores. Last I heard, your Android app making 50% of what your Apple one does is a realistic expectation.
My current goal is to make a game IDE that resembles a Smalltalk or perhaps Emacs-esque system - highly reflective, image-based, extensible, but more specifically game-focused, with the core features and main loop hardcoded, but everything else being part of the same system. The current state of the art in these tools(Game Maker, Unity, UDK) tends to stop just a little bit short of this "build tool and game very closely together" idea, but the way I see it, that's nearly the last major win for iteration times, within our current understanding of the development proces.
* effort * amount of code you need to write * flexibility
I've no idea if it's actually good; I've just been tinkering. But it seems worth a look.
Reminds me of The Arcade Construction Set from when I was a kid. I was already programming stuff in Basic by the time I got that, but it was still a blast to drag a few things around and see instant results. You're not going to make the next Quake or Angry Birds that way, but it's a great first step.
I even hope I'm wrong and someone does make the next Angry Birds with this thing. The lower the barrier to entry on game design is, the more great games we all get to play that would've otherwise existed only in someone's head (Just as long as someone else filters out the corresponding increase in awful games before they get to me :)
At Blizzard, rumor has it that the programming team calls it a day long before any game is released (sometimes a year in advance) because their map editors are so powerful that the game designers don't really need anything else.
There are 3rd party "maps" out there for games like Warcraft or Starcraft that implement an entirely different genre of games. I fondly remember playing a racing game inside Warcraft 3.
Rules are expressed in a manner similar to what I've seen of Gamesalad -- they can indeed be quite powerful.
Edit: just to be clear, I'm not discounting the rest of your points. It is indeed possible to do very sophisticated things with triggers, rules, or what have you, you just tend, in my experience, to wind up with something significantly harder to read and maintain than something written more traditionally. Which is probably why Blizzard's RTS's include actual scripting languages as well.
"Probably" as in I am a Blizzard programmer, but I'm not on the RTS team and haven't worked on any of those games directly other than a tiny bit of Battle.net code for SC2. It's possible, even likely, you know more about SC2/WC3 modding than I do :)
And yes, the editors are very powerful. Look no further than "DotA" which has spawned no less than THREE spinoff games:
League of Legends, Heroes of Newearth and now the main developer(IceFrog) of DotA has gone on to develop DotA 2 for Valve.
It's the nature if the beast that designers want more from AI/Scripting coders who in turn want more from the engine coders who in turn want more from the hardware manufacturers and 3rd party libs they use who in turn want more from the electrical engineers who in turn want more from the silicon researchers who in turn want more from the physicists who usually ignore you.
That's the games industry :)
The mechanics seem solid, and there's plenty of room to play, but I'm not sure there's room to be unique.
Are there any success stories of app store rankings or new businesses being built as a result of this engine?
If you just jump in and tweak one of their tutorials, you won't get far, but if you take your time, design great graphics, write a fun story, etc, why couldn't you be a huge success with this?
Thats not to say anything about the quality of the games, but that is still an impressive number. Much like Game Maker, I am sure there are some gems in there.
And the plugin is just for safari? You are ignoring a huge slice of potential users. No idea if it's worth it developing the plugin for other browsers though.
http://www.cnn.com/2010/WORLD/meast/10/05/kuwait.iphone.teen...