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Things that are awesome about this: 1) Great source for learning how to make a platformer on a popular ... well, platform. 2) Gets programmers into making gam
by alttab 14y ago
Things that are awesome about this:
1) Great source for learning how to make a platformer on a popular ... well, platform.
2) Gets programmers into making games quick and easy with full control over source code. Great for tinkering.
3) Comes with functional game and assets, despite the fact that some of the art is clearly lifted from other popular games and could conflict with licensing and copyright of those games, especially since the content is being sold.
4) Comes with associated tool-chain. I've built my own home grown iOS game framework and animation tool set myself so I know the benefits of it and the learning exercise.
Things that are not awesome about this:
1) Why not open source it? If the goal is get people into iOS gaming, Github is a better option. If the goal is to make money, more complete and flexible game engines such as Unity provide a better experience.
2) Anyone who leverages this codebase is doomed to become a droplet in what will be a flood of generic iOS platformers using the same codebase and potentially a lot of the same assets (similar things occured with RPGMaker games). The games will have a similar feel and mechanic to them with make them inter-changable and thus disposable.
3) I question how much this actually benefits the code-consumer. If they aren't willing to do this the hard way by learning their own way, my guess is they aren't motivated enough to modify the source code to do anything the framework doesn't already provide. The purchaser is much more likely to look around the code base, and then try to replace the assets and leverage the level-designer to make their own game than actually go out of their way to do something unique. If that is the case this is a poor choice as other frameworks like Unity are way more flexible.
4) I'm not particularly impressed with the code sample or the abstractions provided. I've written over 20 games in my lifetime and can tell at a glance that this code is written to do 1 thing, and anything outside the initial feature set will result in brittle and unmaintainable code, or requiring a complete refactoring which nulls the purpose of the purchase in the first place.
5) The licensing and price of the download, while not bad for working source for a game for a popular platform, probably doesn't deliver on its value for the reasons stated above.
Overall I think its great that we share source code for popular games so we can learn from it. Id does this all the time by open sourcing their most popular game and engine code, like Doom, Quake, etc. The key here is the motivation is to help the industry create better games, and they give away everything for free.
I suggest open sourcing the code, and possibly selling the tool-chain and level editor. The author could push more $40 level editor units than they could delivering on the promise of a "starter kit" that will more than likely guarantee the consumer's game looks and behaves like every other game on the app store.
I commend the effort of the author, but considering the ability to deliver on its promise and the price point I would suggest any interested parties look elsewhere.
- davedx 14y agoAgree with all of this, in particular the recommendation to spend your time learning Unity instead of a limited use source tree.