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A game creation system (GCS) is a consumer-targeted game engine and a set of specialized design tools (and sometimes a light scripting language), engineered for the rapid iteration of user-derived video games. Examples include Novashell〔Seth A. Robinson and Robinson Technologies, ("Novashell Game Creation System" )〕 and Pie in the Sky.〔Pie in the Sky Software, ("About Pie in the Sky Software" )〕 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 Unity3D, Construct (game engine), and GameMaker: Studio in the growth of the indie game development community.〔insert credit, ("From Shooter to Shooter: The Rise of cly5m" )〕 Currently the Independent Games Festival recognizes games produced with similar platforms. == Development history == Early game creation systems such as Pinball Construction Set (1983), ASCII's War Game Construction Kit (1983), Thunder Force Construction (1984), Adventure Construction Set (1984), Garry Kitchen's GameMaker (1985), Wargame Construction Set (1986), Shoot'Em-Up Construction Kit (1987), Mamirin / Dungeon Manjirou (1988), and Arcade Game Construction Kit (1988) appeared in the 1980s on home computers, including the Apple II, NEC PC-88, MSX, and especially hobbyist-friendly platforms such as the FM-7 and Commodore 64. ''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. A few reached fairly wide acceptance; users like Ray Larabie made a name for themselves through SEUCK-originated games. As IBM PC compatibles gained dominance in the 1990s, game creation systems shifted both to the more general and the more specific. Whereas frameworks like RSD Game-Maker and Klik & Play attempted to accommodate any genre, communities grew around games like ''ZZT'' (later, MegaZeux〔SourceForge.net, ("MegaZeux" )〕) that permitted such extensive user modification that they essentially became de facto game creation systems. Later in the mid-2000s, with the growth of the World Wide Web and social networking, programs like BlitzBasic and Multimedia Fusion headlined an explosion of interest both in indie games and in canned game design software. Whereas earlier game creation systems tend to err on the side of user friendly interfaces,〔Gamasutra, ("The Making and Unmaking of a Game-Maker Maker" )〕 21st-century systems are often distinguished by extensive scripting languages that attempt to account for every possible user variable. Today there exist many different programs for independent video game development, including BlitzBasic and Construct among others. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「game creation system」の詳細全文を読む スポンサード リンク
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