FlatRedBall game engine
In speaking with Joel Martinez about my most recent game project, we got to the point of talking about finishing a game, and he mentioned something about animation. A friend of mine had developed part of a game engine I had always planned to use which had a pretty intuitive and well laid out library. When I mentioned that to him, he pointed me toward FlatRedBall.com.
I was blown away.
This game engine / framework has it all:
- Tile based rendering
- A* pathfinding
- The list goes on
At first I was feeling a bit like using this type of thing would mean that I was giving up something, like I had lost that “cool” factor or some form of virtual street cred. Developing with flatredball would be nothing more than using some tool where you drag and drop a bunch of things and make a game and claim you’re an indie dev; however, I’ve been reading the wiki a little bit here and there today, and I have to say I am over that hump… Joel said it best:
… I felt exactly like that in 2010 … then I got over it and released 3 games last year
Ok… I’m sold. now to start playing, or finding the time to play!
Update: I’m having a bit of trouble creating a project with “Glue” at the moment, so we’ll see how it pans out.