It would probably be useful to actually share the link to the LimeJS library after I talked it up so much!
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It would probably be useful to actually share the link to the LimeJS library after I talked it up so much!
Taking a Chance with Lime
One of the wonderful things about web development is the plethora of libraries that exist to solve common (or not so common) problems. This is certainly the case with Javascript, which enjoys a vast and growing ecosystem of libraries. In order to make the kind of fun, portable games we want to make, we had to find a library which would help us out in ways which allowed us to focus on building a rich experience without worrying about low level compatibility.
While JQuery is a popular option and indeed a powerful one well deserving of its popularity, it didn't seem to offer what a cross-platform game would need. Streamlining the process of delivering rich graphical experiences (JQuerys' forte), we have other needs too. We need a library which lets us build games with a high degree of logical complexity, and do so with teams which may grow in unpredictable ways. Additionally, JQuery (in and of itself that is) does not accommodate the differences that come with touchscreen devices (like smartphones and tablets), something we really need to make easily portable games feasible.
After some rooting around, we think we've found a library which will work well for our needs: LimeJS. LimeJS is a relatively young javascript library, but it's already got an impressive set of features which make it the ideal choice for our needs. In addition to being natively built for games, it's designed to make creating games for both desktop browsers and mobile devices as seamless as possible. Designed around HTML5, it simplifies a whole host of fairly advanced graphical effects and contains a flexible rendering system that will let it take advantage of advances like the Canvas and WebGL once they reach some level of maturity.
We've only just begun working with LimeJS, but we're excited about its possibilities. It's simple yet powerful structure is just what the doctor ordered.
Why We Switched to Web
In my earlier post, I mentioned briefly that we would be shifting from making games which were exclusively mobile to web games. There are a bunch of reasons to do such a switch, and I didn't feel I could do them justice unless they were their own post, so here's that post!
In essence, the reasons for switching can be summarized into four key points: Flexibility, Ease of development, Ubiquity, and Portability.
Flexibility
Put simply, the web offers developers more flexibility than mobile platforms. While its true that mobile devices can offer a far more powerful experience with seamless 3D graphics and seamless integration with a operating system, there are limits inherent to each mobile platform which limits what can be done. As a small (miniscule, really) game company, flexibility to create fresh games with minimal limitation is crucial.
Ease of Development
Let's face it, it's pretty hard to beat web development when it comes to ease of development. There are no emulators to worry about, to test a update, you generally only need to refresh he browser. The languages of the web are well documented, widely understood, and a wide range of tools and libraries exist. Not only does this mean games can be made faster, it also means that rookie coder schmucks like myself can easily jump into the process with minimal pain.
Ubiquity
Yes, it does seem like smart phones and tablets are popping up everywhere, but the Web is pretty much Everywhere. What's more, the web is built on a set of standards which apply pretty much everywhere. There are some exceptions (yes, I'm looking at you Microsoft) but for the most part, a web game developer doesn't have to worry about what kind of platform the game will run on, only that the game is well designed and runs efficiently and bug-free. Again, for a tiny indie game studio, that's invaluable.
Portablility
Closely related to the concept of Ubiquity is the concept of Portability. Most smartphones and tablets are pre-equipped with the ability to treat web sites as semi-native applications. This means that instead of developing for just one platform, a developer can make games that work on the web and then easily port them to whatever mobile devices seem to make the most sense at the time. Overall, this is a far more sane solution.
So in summary, for those whose eyes glazed over, we've made the switch because we can make better games for more people with less stress in less time. Beautiful!
Cheers!
Bye Zucker
After months of letting it sit dormant and dusty, I've deleted the Facebook account for Badbit Games. I've never been particularly comfortable with Facebook,it's always struck me as the social media form of an invasive cancer. It continually spreads, infecting more and more of its host (the net) with its invasive presence, remolding everything to serve it. While this is great if you're Mark Zuckerberg, it's a dangerous path for pretty much everyone else.
Personal qualms aside, setup for company pages was just bass-ackwards. The company is going through some big changes, and I felt now would be a good time to rid ourselves of that particular ball and chain. From now on, you can get (frequent!) updates on Badbit games from our Twitter (@badbitgames) account and my dev blog on Tumblr (you're reading it right now).
Now if I could only extricate my personal account from the Facehook...
A New Day and a New Start
Things with Badbit have been quiet for a while now, and I feel like its finally time to share what's been up and change things up a bit. The last you most likely heard (or didn't, if you're just joining this epic adventure) we were developing our first game for Android phones called Epic Survival. Boy have things changed, but change is good! Several things happened along the way, including Dustin and Jamie finding it necessary step away from the project.
Instead of boring you with a very long tirade all at once, I'll instead summarize it for now and fill things in as I go. Deal?
Here's what has and has not changed since before:
Badbit Games still exists (yay!)
Jamie and Dustin are regretfully no longer active participants
I am taking over as lead of development and design (I'll need to come up with some sort of snarky thing to call myself later)
Epic Survival has morphed into something wonderful and new, more details on that in later posts
Badbit will be shifting its focus from exclusively producing mobile games to the production of web-based games. This being said, expect to see these games on mobile devices as well.
We're opening up the hood in terms of development news. We want you to see what we're up to!
With all of that said, I hope you'll stick around as Badbit continues to evolve, and with any luck, grow into a great company!
Cheers
Hello World!
Wee! A new blog for Badbit!
Let's fill it with stuff!