I plan on using this blog to chronicle the development progress of my game. I decided to prototype the game concept using Flash, and once refined, to port the game to the very popular (and potentially lucrative) iPhone. I know that the inital gold rush for the iPhone is over, but I'd like to put iPhone development experience on my resume and I think the experience will be fun.
It may seem that I'm writing the game twice, once for Flash and then again for the iPhone, but Flash has grown up with the advent of ActionScript 3. This allows you to create classes and object hierarchies very similar to Java, which are easy to map to C++. The iPhone lets you code in C, C++, and/or Objective-C so the core of the game should port pretty easily. Flash was designed to quickly let you throw something involving graphics and interactive elements very quickly, and in experienced hands lets you focus on the problem as opposed to implementation.
I'm not ready to post screenshots of the game itself, but I'm at the point where I need to develop a level editor to have a tool that I can use to tweak and quickly modify game data. I decided to use Adobe AIR, since I already know Flash and Flex (from work), and Adobe AIR basically adds APIs to access OS resources such as files. I'll be talking about this effort in future posts.
Tuesday, August 18, 2009
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