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  1. #1
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    So I'm thinking of developing a game... struggling to find a friendly development too

    So I've got a game idea for a turn based game inspired by an old 1970's board game, it's been knocking about in my head for years now and I'd like to build at least a playable proof of concept.

    Is there a GUI development environment that is suited to turn based board games?

    I have zero programming expertise but do have the design chops.

    In terms of gameplay the closest actual game I can compare it to would be Game Dev Tycoon (http://www.greenheartgames.com/app/game-dev-tycoon/ for those that haven't played it).

    I've done some preliminary googling but the only game dev kits I can find are all geared towards puzzle or platformer games. Stencyl, CraftStudio, GameMaker, BlitzMax, Torque, Flashpunk etc. There's Unity but again that's a 3d real time engine.

    Other than these or the very Japanese/Ultima style RPG Maker I'm coming up with nothing.

    Anyone know of a turn based game making platform?


    Jim

  2. #2
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    http://forum.unity3d.com/threads/tur...t-tbtk.195426/

    I know nothing of it and am not recommending it - but don't write-off Unity because it's 3D because it does 2D simply by choosing a different camera

    When you're choosing a game dev tool - the most important things are
    1 - is it capable of pushing your game to all the platforms (desktop/mobile/console)
    2 - is it well supported with lots of help/experience out there already
    3 - how does it's licencing work (Unity can get expensive - for example - once you pass an arbitrary amount of income)
    4 - is it's code reasonably portable (not locked-in/closed-source)

    I'd personally build something using either HTML5 or libgdx (Java) - they're my "goto guys" because they're simple and portable - but there are so many other options

    There's even functional game development now - Nightmod allows you to edit a game as you're playing it (using Clojure/libgdx/Nightcode)

    https://nightmod.net

  3. #3
    Network Hub Ernesto's Avatar
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    I read about http://cocos2d-x.org/ some time ago. That one is pure 2D. Cocos studio might be what you are looking for...

  4. #4
    Secondary Hivemind Nexus pakoito's Avatar
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    Quote Originally Posted by Ernesto View Post
    I read about http://cocos2d-x.org/ some time ago. That one is pure 2D. Cocos studio might be what you are looking for...
    He's not a coder, cocos2d-x requires you to do all the lifting and enginemaking.

    Try GameMaker, it's a good balance between coding and drag and dropping and there are plenty of released games made with it. Worst case try Tabletop Simulator's modding section, or just a Vassal module.

  5. #5
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    Thanks guys,

    I had a look at Cocos and bounced off it, I can see the potential in it but I really need a logic tree creation utility rather than a complete development IDE.

    Gamemaker looks good, however I can't see a single turn based game in their showcase.

    Unity is a fine tool, in fact I've already built some horribly crap Unity games with Blender assets, so I know that this is a good option for a Torchlight clone or an FPS game. However I really want to build a stripped down, almost board game like experience. As I mentioned Game Dev Tycoon or Catan are sort of the genre I'm shooting for.

    Anything else out there?
    Last edited by JimDigritz; Yesterday at 11:37 PM.

  6. #6
    Secondary Hivemind Nexus pakoito's Avatar
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    Quote Originally Posted by JimDigritz View Post
    Gamemaker looks good, however I can't see a single turn based game in their showcase.
    Here: http://www.slitherine.com/games/DoW_PC

    Here: http://www.desktopdungeons.net/media/

    Trust me on this one, GM is your tool.
    Last edited by pakoito; Today at 12:05 AM.

  7. #7
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    Desktop Dungeons went on to release via Unity tho - just FYI

    Fact is I don't think you'll get a "TBS Maker" because the way TBS games work isn't generic enough (and they're probably not popular enough either tbh)

    Even if it existed tho - the mechanisms which underpin a good TBS are generally quite fiercesome - you'll have to sit down and program some quite complex decision trees and rule tables and other stuff in SOMETHING - the presentation layer of the game is almost the least of your worries.

    Hell, I thought people tended to prototype TBSs by making boardgames out of them first anyway? :)

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