Monday, July 23, 2012

Tools of the Trade

So what does it take to make a game?

Not much really. Standard computer setup, it doesn’t really need to be all that powerful either if you’re doing iOS development. Think about it this way, if your game has a choppy frame rate, or a super long load time on the PC, then it will be guaranteed to not even run on an iOS device.

Software is the expensive part, but at the very least it’s a onetime fee. Marguerite is using our Adobe CS6, photoshop, illustrator, inDesign, ect. The standard master collection. We got a wicked deal because we were still students.

Our main platform of choice has been Unity 3D, a strong up and coming third party engine that we played with for almost two years now. It supports C sharp, which we use, but also Java. You can choose to either use Mono-develop to write in, or link a Visual Studio project. And as terrible as mono is, at least it works on a mac.

There are a few really nice things about Unity that keep us coming back. 1. Having the ability to build out to Mac, PC, Android, and iOS almost immediately (given that you structured your code correctly) 2. It has a nice, code free environment where anyone can tweak variables and see the results without having to run over to Matt or Mike for a change.

After that senior year at Champlain College I developed a love/hate relationship with version control, but it’s absolutely necessary. Originally we were going to use Git Hub, a per month subscription that would host our repositories. However, about a week before we got up and running I was stumbling through the Banner Sage’s forums, reading their tech blog and they were using Bitbucket, a free, private, git repository system. Thus far it has worked out great, especially since we are not paying anything.

Our website is CSS that Matt structured around images that Marguerite made in Photoshop and the blog is just wordpress, simple and clean.

That’s really it, not much when you think about.

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