For as long as I can remember, I have been dreaming of making my own games. Which, until fairly recently, had been somewhat of a challenge. I got my first computer when I was 12: a Philips VG5000. Very limiting… And certainly not enough to make a Mario-clone! I was still quite happy with it – even though all m friends had Amstrad CPCs, Atari 520STs or Commodore 64s. Not sure I would have been able to create games on these platforms anyway because of the learning curve.
Fast-forward 28 years later and here we are: we all have smartphones, SDKs are available for free, tutorials can be found all over the Internet and 2D game programming frameworks are a major part of the mobile landscape and very accessible.
I grew up with Mario and Zelda. The latter being my favourite games of all times. Even today when alone on a long train ride, I occasionally enjoy revisiting classics like ‘A Link to the Past’ and ‘Ocarina of Time’.
Platform/Adventure games such as ‘Wonder Boy III: The Dragon’s Trap’ and its MegaDrive sequel ‘Monster World IV’ also hold a special place in my library.
In fact, ‘The Dragon’s Trap’ is such a classic that a modern remake in in development from the guys at Lizardcube in Paris. You can also check out the trailer for the game on The Dragon’s Trap YouTube Channel.
So, the end goal is to create an adventure game but first…
The experience I have had in mobile dev over the past 6 years or so made the choice of framework pretty obvious: it had to be Apple’s SpriteKit.
But even experience with UIKit is not quite enough to jump straight to using a 2D game framework. I found that, on top of being structurally different, there is a particular logic with game development.
The first game I have made is a pinball game and I will be revealing it later in the Autumn, as well as publishing the accompanying video course on how to make it.
In the meantime, let’s keep designing and coding!