What should be a new iPhone Games Framework?

Discussion in 'Public Game Developers Forum' started by nefiji8, Apr 14, 2011.

  1. nefiji8

    nefiji8 Member

    Feb 3, 2011
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    I'm going to collect all my game dev. experience and build
    a new iphone game development framework to help people
    make iphone games (2D mostly) more easily and faster.

    Lets call this framework "Scrooge"
    It's written in C.

    I'm planing to include into it:

    - Windows iPhone Simulator
    - Possibility to dev in MS Visual Studio
    - Possibility to dev in C/C++
    - Simple own IDE, which is much faster than MSVC.

    - Sprites drawing (OpenglES)
    - OGG sounds: loading from file and playback. (OpenglAL)
    - PNG textures: loading from file. (OpenglES)
    - TTF fonts: loading from file and painting. (FreeType)
    - Settings storage: saving and loading string and float values.
    - All above is cross-platform C code: develop on Windows, run on Mac and iPhone.

    :::::::::::::::::::::::::::::::::::::::::
    :::: Smart people, tell me: :::::::::::
    :::::::::::::::::::::::::::::::::::::::::

    ---- What you would add to this list?

    ---- What price should be for all this?
     
  2. jogo

    jogo Well-Known Member

    Mar 17, 2011
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    I would not start just another Framework, you likely will not got critical mass and do not get much in return for the big amount of time you will need for this.
    It is probably better to take a framework and advance it further.
     
  3. nefiji8

    nefiji8 Member

    Feb 3, 2011
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    I know. I tried.

    I know there are a lot of other frameworks, libs and SDK.
    I tried a lot of them.
    But my experience showed me
    that i can make framework which is much more easy to use. Really.
    And, at same time! much more configurable, fast to compile and run, and ready to port to any platform iOS, Android, Windows Mobile.

    Lets return to questions:

    :::::::::::::::::::::::::::::::::::::::::
    :::: Smart people, tell me: :::::::::::
    :::::::::::::::::::::::::::::::::::::::::

    ---- What you would add to this list?

    ---- What price should be for all this?
     
  4. #4 MindJuice, Apr 14, 2011
    Last edited: Apr 14, 2011
    I'll bite.

    • Integrate a physics engine like Box2D
    • Proper time-step sync between rendering and physics
    • Particle system compatible with Particle Designer
    • Texture atlas support
    • Bitmap fonts
    • Tile map support(ortho, hex & isometric) (support existing editor data formats)
    • Resource management (loading, unloading in groups)
    • Easy theme/skin management built in
    • UI support (buttons, sliders, checkboxes, list views, scroll views, etc.)
    • Vector shape support
    • Clipping support based on vector shapes or bitmasks
    • Multi-stop gradients
    • Color transforms for objects
    • GL ES 2.0 shader support
    • Easing functions for arbitrary object properties
    • Distortion mesh effects (warping, fish eye, water, etc.)
    • Parallax scrolling support
    • Scene transition effects
    • Sprite animations/transitions
    • Plug-in support for user community to add new features
    There are probably other things too, but that should keep you busy for a while. :)

    As for price, you are entering a market where engines like Cocos2D, Sparrow and the upcoming Pixelwave provide many of these features already for free.

    Your main selling point would be your cross-platform capability, although I understand Cocos2D exists for Android now too, so even that benefit is lessening.

    If your engine had all the above features, but allowed me to target iOS, Android and Windows Phone 7, I might pay up to $500 for it if it was really well done. Unfortunately, since the iOS market is such a tough nut to crack, most developers spend as little as they can to increase their chances of making a profit.
     
  5. nefiji8

    nefiji8 Member

    Feb 3, 2011
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    Thanks you, MindJuice, for such informative answer.

    Who else got ideas?
     
  6. mr.Ugly

    mr.Ugly Well-Known Member

    Dec 1, 2009
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    Berlin, Germany
    i would pay nothing, because there are free 2d engines that do most of the stuff you wanna do, i dont see a reason to spend time in doing a new famework.

    The most used frameworks out there under indies are free.

    So my 2c are, if you are skilled enough to start a new gfx framework, go and join one of the open-source projects.
    Want to earn money with that work, sell prototype games and e-books about how use the engine and educate people?
     
  7. A bit of code that handles Game Center high scores and achievements, caching things that don't get posted successfully, with automatic retry on startup.
     

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