A game development environment to make 2D games
Downloads
Abstract
The creation of video games involves multidisciplinary processes that are not accessible to the general public. Currently, the development environments are very powerful tools, but they also require an advanced technical level to even start using them. This article presents a 2D game development environment to propose an alternative model to reduce the technical complexity existing in these systems, presenting a data model and a game editor that allows fulfilling this goal. In order to test its capabilities, several games have been successfully implemented in the proposed environment. With this achievement, it can be stated that it is possible to create video games simply and affordably for the general public without giving up its potential and remarking that there is still a long way to go to reach democratization in the creation of video games and the need to continue working in this field.Keywords
game, game theory, environment, 2DDownloads
References
[Ampatzoglou2010] Ampatzoglou, A., & Stamelos, I. (2010). Software engineering research for computer games: A systematic review. Information and Software Technology, 52(9), 888-901. [Anderson2008] Anderson, E. F., Engel, S., McLoughlin, L., & Comninos, P. (2008). The case for research in game engine architecture. [Blackwell1996] Blackwell, A. F. (1996, September). Metacognitive theories of visual programming: what do we think we are doing?. In Proceedings 1996 IEEE Symposium on Visual Languages (pp. 240-246). IEEE. [Blow2004] Blow, J. (2004). Game development: Harder than you think. Queue, 1(10), 28. [Brachman1992] Brachman, R. J., Levesque, H. J., & Reiter, R. (Eds.). (1992). Knowledge representation. MIT press. [Chang2005] Chang, S. E. (2005). Computer anxiety and perception of task complexity in learning programming-related skills. Computers in Human Behavior, 21(5), 713-728. [Chao2016] Chao, P. Y. (2016). Exploring students' computational practice, design and performance of problem-solving through a visual programming environment. Computers & Education, 95, 202-215. [Chen2007] Chen, W. K., & Cheng, Y. C. (2007). Teaching object-oriented programming laboratory with computer game programming. IEEE Transactions on Education, 50(3), 197-203. [Correa2015] Correa, J. D. C. (2015). Digitopolis II: Creación de videojuegos con GDevelop. Jose David Cuartas Correa. [Doherty2003] Doherty, M. (2003). A software architecture for games. University of the Pacific Department of Computer Science Research and Project Journal (RAPJ), 1(1). [Flowlab2019] Flowlab. https://flowlab.io/ [Online; Last accessed: 2019-11-20] (November 2019). [Folmer2007] Folmer, E. (2007, July). Component-Based Game Development–A Solution to Escalating Costs and Expanding Deadlines?. In International Symposium on Component-Based Software Engineering (pp. 66-73). Springer, Berlin, Heidelberg. [Furtado2006] Furtado, A. W., & Santos, A. L. (2006, October). Using domain-specific modelling towards computer games development industrialization. In The 6th OOPSLA workshop on domain-specific modelling (DSM06). [Furtado2011] Furtado, A. W., Santos, A. L., Ramalho, G. L., & de Almeida, E. S. (2011). Improving digital game development with software product lines. IEEE Software, 28(5), 30-37. [GameMaker2019] Game Maker. YoYo Games. http://www.yoyogames.com [Online; Last accessed: 2019-11-20] (November 2019). [Garlan1993] Garlan, D., & Shaw, M. (1993). An introduction to software architecture. In Advances in software engineering and knowledge engineering (pp. 1-39). [GoogleMaterial2019] Google Material Design. https://design.google [Online; Last accessed: 2019-11-20] (November 2019). [Gregory2014] Gregory, J. (2014). Game engine architecture. [Koulouri2015] Koulouri, T., Lauria, S., & Macredie, R. D. (2015). Teaching introductory programming: A quantitative evaluation of different approaches. ACM Transactions on Computing Education (TOCE), 14(4), 26. [Laurent1976] Laurent, H., & Rivest, R. L. (1976). Constructing optimal binary decision trees is NP-complete. Information processing letters, 5(1), 15-17. [Lewis2002] Lewis, M., & Jacobson, J. (2002). Game engines. Communications of the ACM, 45(1), 27. [Ligeza2006] Ligeza, A. (2006). Logical foundations for rule-based systems (Vol. 11). Heidelberg: Springer. [Marin-Lora2019] Marin-Lora, C., Chover, M., Sotoca, J. M. (2019). Prototyping a Game Engine Architecture as a Multi-Agent System. 27th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2019 (WSCG 2019). [Marin-Lora2020] Marin-Lora, C., Chover, M., Sotoca, J. M., & García, L. A. (2020). A game engine to make games as multi-agent systems. Advances in Engineering Software, 140, 102732. [Millington2009] Millington, I. (2009). AI for Games. CRC Press. [Milne2002] Milne, I., & Rowe, G. (2002). Difficulties in learning and teaching programming—views of students and tutors. Education and Information Technologies, 7(1), 55-66. [Novak2013] Novak, J. (2013). The Official GameSalad Guide to Game Development. Cengage Learning. [Olsson2015] Ollsson, T., Toll, D., Wingkvist, A., & Ericsson, M. (2015, May). Evolution and evaluation of the model-view-controller architecture in games. In 2015 IEEE/ACM 4th International Workshop on Games and Software Engineering (pp. 8-14). IEEE. [Ouahbi2015] Ouahbi, I., Kaddari, F., Darhmaoui, H., Elachqar, A., & Lahmine, S. (2015). Learning basic programming concepts by creating games with Scratch programming environment. Procedia-Social and Behavioral Sciences, 191, 1479-1482. [Powers2006] Powers, K., Gross, P., Cooper, S., McNally, M., Goldman, K. J., Proulx, V., & Carlisle, M. (2006, March). Tools for teaching introductory programming: what works?. In ACM SIGCSE Bulletin (Vol. 38, No. 1, pp. 560-561). ACM. [Rebollo2018] Rebollo, C., Marín-Lora, C., Remolar, I. & Chover, M. (2018). Gamesonomy Vs Scratch: Two Different Ways To Introduce Programming. 15th International Conference On Cognition And Exploratory Learning In The Digital Age (CELDA 2018). Ed. IADIS Press. ISBN 9789898533814. [Resnick2009] Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., ... & Kafai, Y. B. (2009). Scratch: Programming for all. Commun. Acm, 52(11), 60-67. [Reyno2008] Reyno, E. M., & Cubel, J. Á. C. (2008). Model-Driven Game Development: 2D Platform Game Prototyping. In GAMEON (pp. 5-7). [Robins2003] Robins, A., Rountree, J., & Rountree, N. (2003). Learning and teaching programming: A review and discussion. Computer science education, 13(2), 137-172. [RPGMaker2019] RPG Maker. https://www.rpgmakerweb.com [Online; Last accessed: 2019-11-20] (November 2019). [Russell2016] Russell, S. J., & Norvig, P. (2016). Artificial intelligence: a modern approach. Malaysia; Pearson Education Limited. [Sanders2016] Sanders, A. (2016). An Introduction to Unreal Engine 4. AK Peters/CRC Press. [Sploder2019] Sploder. http://www.sploder.com [Online; Last accessed: 2019-11-20] (November 2019). [Stemkoski2017] Stemkoski, L., & Leider, E. (2017). Game Development with Construct 2: From Design to Realization. Apress. [Stencyl2019] Stencyl. http://www.stencyl.com [Online; Last accessed: 2019-11-20] (November 2019). [TBD2019] Unity Technologies. Unity Tower Bridge Defense Tutorial. (2019). https://learn.unity.com/tutorial/unity-for-2d-new-workflows-in-unity-4-3. [Online; Last accessed: 2019-11-20] (November 2019). [Thorn2019] Thorn, A., Doran, J. P., Zucconi, A., & Palacios, J. (2019). Complete Unity 2018 Game Development: Explore techniques to build 2D/3D applications using real-world examples. Packt Publishing Ltd. [Tutenel2008] Tutenel, T., Bidarra, R., Smelik, R. M., & Kraker, K. J. D. (2008). The role of semantics in games and simulations. Computers in Entertainment (CIE), 6(4), 57. [Tufte2003] Tufte, E. R. (2003). The cognitive style of PowerPoint (Vol. 2006). Cheshire, CT: Graphics Press. [Wooldridge2009] Wooldridge, M. (2009). An introduction to multiagent systems. John Wiley & Sons. [Zarraonandia2015] Zarraonandia, T., Diaz, P., Aedo, I., & Ruiz, M. R. (2015). Designing educational games through a conceptual model based on rules and scenarios. Multimedia Tools and Applications, 74(13), 4535-4559. [Zarraonandia2017] Zarraonandia, T., Diaz, P., & Aedo, I. (2017). Using combinatorial creativity to support end-user design of digital games. Multimedia Tools and Applications, 76(6), 9073-9098.