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Experience of game prototyping with MOAI
Dmitry Potapov
dp@logiceditor.com
October,16 2015 / Lua Workshop 2015
Experience of game prototyping with MOAI 1/ 1 Dmitry Potapov
OVERVIEW
Objectives and constraints
Development priorities:
For set of games
For complex game prototype
Requirements for game framework
Planned abstraction layers
Selection of game engine and tools
Implementation: game model, model controller, UI
Actual abstraction layers
Benets and problems encountered
Conclusion: Is the game worth the candle?
Experience of game prototyping with MOAI 2/ 1 Dmitry Potapov
THE LOGIC OF DEVELOPMENT
Objectives and Constraints
Development priorities
Planned abstraction layers
Requirements for game
framework
Selection of game engine
Experience of game prototyping with MOAI 3/ 1 Dmitry Potapov
OBJECTIVES
Make a tool for fast prototyping of complex games
Quickly turn best prototypes into games for a few platforms
First game must be complex enough:
Meta-level: metamap, user, ratings, medals, sociality etc
Strategical level: turned-based mechanics, tiled strategical map
Tactical level: match3 battle + abilities + consumables
User has properties: game progress, scores, energy, abilities etc
User interface:
A few screen resolutions
All common controls
MapView, Match3 eld + eects
Panels (dialogs)
Experience of game prototyping with MOAI 4/ 1 Dmitry Potapov
CONSTRAINTS
One (but skilled) part-time developer:
Can spend enough time initially
May have less time later
Can solve complex tasks
Has experience with some tools and can quickly cope with new
ones
Small budget:
Cannot aord hiring N developers
Experience of game prototyping with MOAI 5/ 1 Dmitry Potapov
PROTOTYPE OF COMPLEX GAME. SKETCHES OF UI
Art: Through enemy eyes. (C) Dmitry Potapov, 2008
Experience of game prototyping with MOAI 6/ 1 Dmitry Potapov
PROTOTYPE OF COMPLEX GAME. SKETCH OF STRATEGICAL MAP
Sketch of strategical map
Art: Through enemy eyes. (C) Dmitry Potapov, 2008
Experience of game prototyping with MOAI 7/ 1 Dmitry Potapov
PROTOTYPE OF COMPLEX GAME. SKETCH OF COMBAT
Sketch of combat
Diamond icons by LazyCrazy: http://www.artdesigner.lv
Experience of game prototyping with MOAI 8/ 1 Dmitry Potapov
DEVELOPMENT PRIORITIES.SET OF GAMES
Fast prototyping and production
High quality of crucial game components (art, sound, sociality,
analytics, monetization etc)
Support of maximum number of platforms
Development mainly under Linux
Easy change of game engine later
Experience of game prototyping with MOAI 9/ 1 Dmitry Potapov
DEVELOPMENT PRIORITIES.PROTOTYPE: GENERAL
Fast setup of prototype
Easy and quick tuning of gameplay and UI in prototype
Fast movement from prototype to release
Use third-party solutions (tools) whenever possible
Games can run without network
Maximal reuse of code
Maximal exibility + power of game engine
Minimal dependence from third-party closed-source solutions
Experience of game prototyping with MOAI 10/ 1 Dmitry Potapov
DEVELOPMENT PRIORITIES.PROTOTYPE: GAME MODEL
Can be tuned or extended quickly
Can be tested separately
Can be moved onto server without full re-implementation
Maximum of base functionality moved to libraries
Experience of game prototyping with MOAI 11/ 1 Dmitry Potapov
DEVELOPMENT PRIORITIES.PROTOTYPE: UI
Can be tuned or extended quickly
Can be tested separately
Have minimal dependency from low-level
Device caps (as well as platform) hardly aect user code
Maximum of base functionality moved to libraries
Experience of game prototyping with MOAI 12/ 1 Dmitry Potapov
PLANNED ABSTRACTION LAYERS
Game-specic code
Our general lib + gamemodel lib + UI lib
Third-party libraries (mostly UI)
Game engine
OS
Experience of game prototyping with MOAI 13/ 1 Dmitry Potapov
REQUIREMENTS FOR GAME FRAMEWORK
Flexible, extensible (including native code)
Fast and reliable
Supports tools: tiled, texture packer etc
Supports max platforms
Open source
Can develop under Linux
Experience of game prototyping with MOAI 14/ 1 Dmitry Potapov
SELECTION OF GAME ENGINE. MOAI vs Corona SDK
Corona's pluses:
Easy prototyping
First game can be done quickly
Simple usage of build-in functionality
Easy building of app
Corona's minuses:
Lack of functionality
No access to some important parameters of objects
More bugs in implementation
Long wait until requested feature would be added
Proprietary code
Remote compilation
Experience of game prototyping with MOAI 15/ 1 Dmitry Potapov
IMPLEMENTATION: OVERVIEW
General: Instance, logging
Game model: Loops, maps, AI
Model controller: Player actions, Save/Load
UI: resource manager, preloader, input handling, control
manager, primitive controls, map view
Experience of game prototyping with MOAI 16/ 1 Dmitry Potapov
IMPLEMENTATION: GENERAL AND GAME MODEL
General entity Engine class used
App Instance MOAIApp
Logging MOAILogMgr
Game model entity Engine class used
Game loop MOAITimer, MOAIAnimCurve
User/actor/player: info, abilities
etc
-
In-game objects -
AI -
Maps RNMap, RNMapFactory
Experience of game prototyping with MOAI 17/ 1 Dmitry Potapov
IMPLEMENTATION: MODEL CONTROLLER
Player action processing
Save/load
Used no 3rd party or engine classes yet.
Experience of game prototyping with MOAI 18/ 1 Dmitry Potapov
IMPLEMENTATION: USER INTERFACE
UI entity Engine classes Rapanui classes
Input handling MOAIApp
Texture and atlases MOAITexture
MOAIGfxQuadDeck2D
RNGraphicsManager
Sprites MOAIAnimCurve
MOAIAnim
MOAITimer
RNFactory.createAnim
Control manager,
controls and panels
MOAIScissorRect RNFactory, RNObject,
RNButton, RNImage,
RNText, RNGroup
RNDirector
MapView MOAIDeckRemapper RNMap
RNMapFactory
RNListeners
RNFactory.{width,height}
Experience of game prototyping with MOAI 19/ 1 Dmitry Potapov
ACTUAL ABSTRACTION LAYERS
Game-specic code
Our UI lib + gamemodel lib + general lib
UI library: Rapanui
Game engine: MOAI
OS
Experience of game prototyping with MOAI 20/ 1 Dmitry Potapov
BENEFITS
High quality of code, authors understand the domain
Open source  self-documented, easy extension etc
Rather good documentation
Support of tools: tiled, texture packer etc
Engine users are strong developers
Can develop under Linux
Experience of game prototyping with MOAI 21/ 1 Dmitry Potapov
PROBLEMS ENCOUNTERED
Rather small community  despite it is skilled
Too weak (or too complex) GUI frameworks
Bugs in functionality  in Rapanui mostly
Bugs in build scripts  concerns making Android app under
Linux mostly
Experience of game prototyping with MOAI 22/ 1 Dmitry Potapov
CONCLUSION: IS THE GAME WORTH THE CANDLE?
The skills necessary for successful development:
Must understand the whole architecture of game app
Is not afraid of getting into low-level details
Must read 3rd party code
Must read logs
Must build under Linux /OS X
If you are lucky to have time and skills necessary for building up
libraries isolating low-level features, you would nally gain
outstanding performance and exibility of MOAI + rapid speed of
development of high-level framework
MOAI is very good for beginners also  since they could learn the
whole process of game development!
Experience of game prototyping with MOAI 23/ 1 Dmitry Potapov
DMITRY POTAPOV : DP@LOGICEDITOR.COM
Lines of business:
Visual editors for business (and game) logic
High-load services
Solutions for advertising, analytics and real-time bidding
Games: HTML5, Mobile, Social
Experience of game prototyping with MOAI 24/ 1 Dmitry Potapov

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Experience of game prototyping with MOAI

  • 1. Experience of game prototyping with MOAI Dmitry Potapov dp@logiceditor.com October,16 2015 / Lua Workshop 2015 Experience of game prototyping with MOAI 1/ 1 Dmitry Potapov
  • 2. OVERVIEW Objectives and constraints Development priorities: For set of games For complex game prototype Requirements for game framework Planned abstraction layers Selection of game engine and tools Implementation: game model, model controller, UI Actual abstraction layers Benets and problems encountered Conclusion: Is the game worth the candle? Experience of game prototyping with MOAI 2/ 1 Dmitry Potapov
  • 3. THE LOGIC OF DEVELOPMENT Objectives and Constraints Development priorities Planned abstraction layers Requirements for game framework Selection of game engine Experience of game prototyping with MOAI 3/ 1 Dmitry Potapov
  • 4. OBJECTIVES Make a tool for fast prototyping of complex games Quickly turn best prototypes into games for a few platforms First game must be complex enough: Meta-level: metamap, user, ratings, medals, sociality etc Strategical level: turned-based mechanics, tiled strategical map Tactical level: match3 battle + abilities + consumables User has properties: game progress, scores, energy, abilities etc User interface: A few screen resolutions All common controls MapView, Match3 eld + eects Panels (dialogs) Experience of game prototyping with MOAI 4/ 1 Dmitry Potapov
  • 5. CONSTRAINTS One (but skilled) part-time developer: Can spend enough time initially May have less time later Can solve complex tasks Has experience with some tools and can quickly cope with new ones Small budget: Cannot aord hiring N developers Experience of game prototyping with MOAI 5/ 1 Dmitry Potapov
  • 6. PROTOTYPE OF COMPLEX GAME. SKETCHES OF UI Art: Through enemy eyes. (C) Dmitry Potapov, 2008 Experience of game prototyping with MOAI 6/ 1 Dmitry Potapov
  • 7. PROTOTYPE OF COMPLEX GAME. SKETCH OF STRATEGICAL MAP Sketch of strategical map Art: Through enemy eyes. (C) Dmitry Potapov, 2008 Experience of game prototyping with MOAI 7/ 1 Dmitry Potapov
  • 8. PROTOTYPE OF COMPLEX GAME. SKETCH OF COMBAT Sketch of combat Diamond icons by LazyCrazy: http://www.artdesigner.lv Experience of game prototyping with MOAI 8/ 1 Dmitry Potapov
  • 9. DEVELOPMENT PRIORITIES.SET OF GAMES Fast prototyping and production High quality of crucial game components (art, sound, sociality, analytics, monetization etc) Support of maximum number of platforms Development mainly under Linux Easy change of game engine later Experience of game prototyping with MOAI 9/ 1 Dmitry Potapov
  • 10. DEVELOPMENT PRIORITIES.PROTOTYPE: GENERAL Fast setup of prototype Easy and quick tuning of gameplay and UI in prototype Fast movement from prototype to release Use third-party solutions (tools) whenever possible Games can run without network Maximal reuse of code Maximal exibility + power of game engine Minimal dependence from third-party closed-source solutions Experience of game prototyping with MOAI 10/ 1 Dmitry Potapov
  • 11. DEVELOPMENT PRIORITIES.PROTOTYPE: GAME MODEL Can be tuned or extended quickly Can be tested separately Can be moved onto server without full re-implementation Maximum of base functionality moved to libraries Experience of game prototyping with MOAI 11/ 1 Dmitry Potapov
  • 12. DEVELOPMENT PRIORITIES.PROTOTYPE: UI Can be tuned or extended quickly Can be tested separately Have minimal dependency from low-level Device caps (as well as platform) hardly aect user code Maximum of base functionality moved to libraries Experience of game prototyping with MOAI 12/ 1 Dmitry Potapov
  • 13. PLANNED ABSTRACTION LAYERS Game-specic code Our general lib + gamemodel lib + UI lib Third-party libraries (mostly UI) Game engine OS Experience of game prototyping with MOAI 13/ 1 Dmitry Potapov
  • 14. REQUIREMENTS FOR GAME FRAMEWORK Flexible, extensible (including native code) Fast and reliable Supports tools: tiled, texture packer etc Supports max platforms Open source Can develop under Linux Experience of game prototyping with MOAI 14/ 1 Dmitry Potapov
  • 15. SELECTION OF GAME ENGINE. MOAI vs Corona SDK Corona's pluses: Easy prototyping First game can be done quickly Simple usage of build-in functionality Easy building of app Corona's minuses: Lack of functionality No access to some important parameters of objects More bugs in implementation Long wait until requested feature would be added Proprietary code Remote compilation Experience of game prototyping with MOAI 15/ 1 Dmitry Potapov
  • 16. IMPLEMENTATION: OVERVIEW General: Instance, logging Game model: Loops, maps, AI Model controller: Player actions, Save/Load UI: resource manager, preloader, input handling, control manager, primitive controls, map view Experience of game prototyping with MOAI 16/ 1 Dmitry Potapov
  • 17. IMPLEMENTATION: GENERAL AND GAME MODEL General entity Engine class used App Instance MOAIApp Logging MOAILogMgr Game model entity Engine class used Game loop MOAITimer, MOAIAnimCurve User/actor/player: info, abilities etc - In-game objects - AI - Maps RNMap, RNMapFactory Experience of game prototyping with MOAI 17/ 1 Dmitry Potapov
  • 18. IMPLEMENTATION: MODEL CONTROLLER Player action processing Save/load Used no 3rd party or engine classes yet. Experience of game prototyping with MOAI 18/ 1 Dmitry Potapov
  • 19. IMPLEMENTATION: USER INTERFACE UI entity Engine classes Rapanui classes Input handling MOAIApp Texture and atlases MOAITexture MOAIGfxQuadDeck2D RNGraphicsManager Sprites MOAIAnimCurve MOAIAnim MOAITimer RNFactory.createAnim Control manager, controls and panels MOAIScissorRect RNFactory, RNObject, RNButton, RNImage, RNText, RNGroup RNDirector MapView MOAIDeckRemapper RNMap RNMapFactory RNListeners RNFactory.{width,height} Experience of game prototyping with MOAI 19/ 1 Dmitry Potapov
  • 20. ACTUAL ABSTRACTION LAYERS Game-specic code Our UI lib + gamemodel lib + general lib UI library: Rapanui Game engine: MOAI OS Experience of game prototyping with MOAI 20/ 1 Dmitry Potapov
  • 21. BENEFITS High quality of code, authors understand the domain Open source self-documented, easy extension etc Rather good documentation Support of tools: tiled, texture packer etc Engine users are strong developers Can develop under Linux Experience of game prototyping with MOAI 21/ 1 Dmitry Potapov
  • 22. PROBLEMS ENCOUNTERED Rather small community despite it is skilled Too weak (or too complex) GUI frameworks Bugs in functionality in Rapanui mostly Bugs in build scripts concerns making Android app under Linux mostly Experience of game prototyping with MOAI 22/ 1 Dmitry Potapov
  • 23. CONCLUSION: IS THE GAME WORTH THE CANDLE? The skills necessary for successful development: Must understand the whole architecture of game app Is not afraid of getting into low-level details Must read 3rd party code Must read logs Must build under Linux /OS X If you are lucky to have time and skills necessary for building up libraries isolating low-level features, you would nally gain outstanding performance and exibility of MOAI + rapid speed of development of high-level framework MOAI is very good for beginners also since they could learn the whole process of game development! Experience of game prototyping with MOAI 23/ 1 Dmitry Potapov
  • 24. DMITRY POTAPOV : DP@LOGICEDITOR.COM Lines of business: Visual editors for business (and game) logic High-load services Solutions for advertising, analytics and real-time bidding Games: HTML5, Mobile, Social Experience of game prototyping with MOAI 24/ 1 Dmitry Potapov