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

Adding a new scene


Before we move out of basic Buildbox and go to intermediate techniques, let's cover one last topic. We're going to add a new scene that requires a choice.

When making a game, above all else you need to make the game fun to play. Too hard, and people get bored and give up. Too easy, and you have the same problem. If you really want people to play, you need to make it tough enough so that they can't just blow past everything on the first try, but hard enough so that some obstacles are so difficult that it takes multiple tries to get them right, and even then will take several more to master.

There's a great way to accomplish this, and that's by having a choice that seems obvious, but is not. We're going to create a scene that has a cave to drive through if they slow down and go over a small jump at moderate speed, but at high speed they can ride on top of the cave to a bigger jump. Eventually, we'll put a lot of small coin rewards inside the cave (which will make this the...