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

Separating a customer from their money


In this day where there are a ton of great games out there at no cost with (previously said) amazing hobbyist developers, how can you get a customer to pay you money for an experience they may get for free? It comes down to a few basic philosophies.

Free game, or paid game?

This is probably the toughest way to make money...by actually charging for the game itself. If you're coming straight out of the gate with your first game... this is not really an advisable way to go. There are exceptions to that rule (for instance, you feel sooo strongly that you have a ground-breaking new game that everyone will want to play). But in general, customers will avoid games from indie developers that cost money. So IF you ever do a paid game... you may want to make a light version of it as a demo that people can play to bait the hook for a paid game.

To have ads, or not to have ads?

Ads are a pretty good way to earn some money, especially if your game is free. We'll be...