Game creation system

Source: Wikipedia, the free encyclopedia.

A game creation system (GCS) is a consumer-targeted game engine and a set of specialized design tools, and sometimes also a light scripting language, engineered for the rapid iteration of user-derived video games.

Unlike more developer-oriented game engines, game creation systems promise an easy entry point for novice or hobbyist game designers, with often little to no coding required for simple behaviors. Although initially stigmatized, all-in-one game creation systems have gained some legitimacy with the central role of Unity, Pixel Game Maker MV, and GameMaker in the growth of the indie game development community.[1] Currently the Independent Games Festival recognizes games produced with similar platforms.

Early game creation systems such as

Shoot'Em-Up Construction Kit (1987), Mamirin / Dungeon Manjirou (1988), and Arcade Game Construction Kit (1988) appeared in the 1980s on home computers. 3D Construction Kit was released on the ZX Spectrum
in 1991, and contained a full polygon-based world creation tool. Most of these early design frameworks are specific to one or another genre.

In the 1990s, game creation systems for the

Klik & Play attempted to accommodate any genre, communities grew around games like ZZT (later MegaZeux[4]) that permitted such extensive user modification that they essentially became de facto game creation systems. Pie in the Sky Software created a full on 2.5D first-person shooter creator out of an engine they previously used internally, which sold in three total versions until 2003; 3D GameStudio and products by The Game Creators
have targeted similar creators.

In the mid-2000s, with the growth of the

.

Features

Tools

Several game creation systems include some of the following tools:

Scripting

The rise of game creation systems also saw a rise in the need for free form

scripting languages with general purpose use. Some packages, such as Conitec's Gamestudio
, include a more comprehensive scripting language under the surface to allow users more leeway in defining their games' behavior.

Usage

While most of the mainstream and popular game creation systems may be general-purpose, several exist solely for specific genres.[6]

See also

References

  1. ^ insert credit, "From Shooter to Shooter: The Rise of cly5m" Archived 2012-01-19 at the Wayback Machine
  2. ^ "War Game Construction Kit". Oh!FM. Archived from the original on 28 July 2013. Retrieved 3 September 2012.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  3. ^ "Thunder Force Construction". Oh!FM. Archived from the original on 28 July 2013. Retrieved 1 September 2012.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  4. ^ Wood, Evelyn (2016-10-06). "Succeeding MegaZeux". fuzzy notepad. Retrieved 2023-02-14.
  5. ^ Gamasutra, "The Making and Unmaking of a Game-Maker Maker"
  6. ^ "Ambrosine's Game Creation Resources & Classic Game Links". Ambrosine's Game Page. 1998–2022. Retrieved 2023-09-24.
  7. ^ Cheeseness (2015-07-09). "Cheese talks to himself (about the SLUDGE engine)". Cheese Talks. Retrieved 2023-09-17.
  8. ^ Marculescu, Ana (2015-01-03). "Silent Walk FPS Creator". Softpedia. Retrieved 2023-09-17.
  9. ^ "Raycasting Game Maker v5.31". JSA's GameDev Page. Retrieved 2023-09-16.
  10. ^ Sprinceana, Tudor (2022-02-16). "Easy FPS Editor Lite". Softpedia. Retrieved 2023-09-16.
  11. ^ Blizen, Arthur (2023-01-20). "IKEMEN Go Rollback Open Alpha Launches Today". DashFight. Retrieved 2023-09-20.
  12. ^ Schaff, Tobias (July 2016). "EasyRPG - An RPG Maker 2000 and 2003 engine". ODROID Magazine. Retrieved 2023-02-06.
  13. ^ Famularo, Jessica (2020-04-14). "Zelda's most dedicated fan game developers built an engine anyone can use". PC Gamer. Retrieved 2023-03-26.
  14. ^ "Sphere RPG Engine". Navioo.

External links