Book Image

Buildbox 2.x Game Development

By : Ty Audronis
Book Image

Buildbox 2.x Game Development

By: Ty Audronis

Overview of this book

Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface. Using an example as a tutorial, we will relate the driving principles and you’ll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it’s not long before you “dive in” to creating your first video game. You will actually have a playable level (“world”) by the end of the second chapter. Later on, you’ll learn everything from basic graphics creation to advanced world design while you refine your first game, called “Ramblin’ Rover.” All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards. Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create.
Table of Contents (17 chapters)
Buildbox 2.x Game Development
Credits
Disclaimer
Foreword
About the Author
About the Reviewer
www.PacktPub.com
Preface

The initial Game Mind Map


Start off by clicking the Game Mind Map button (top left). As you can see, this is a much more intricate map than we saw with our last tutorial. Your Game Mind Map should look like the following screenshot:

As before, the green boxes are UIs (which can be either UI overlays for worlds, or menus) and the blue boxes are our game worlds. Let's break down our user experience flow from left to right:

  • Let's start with the node labelled Start:
    • This is also known as a Loading Splash Screen.
    • We can put our game or company logo, and a loading status bar.
    • This screen is only shown while the rest of the game buffers into memory. (Buffering into memory is a fancy way of saying that the game is loading into usable memory space, and once it's finished, it can be played.)
  • Once the game is loaded, the user is taken to the Main Menu UI node. From here, the user can choose the following options:
    • Play the game.
    • Get info from the informational screen.
    • Visit the coin shop to gain coins (for...