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How to build the thing?

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What tools/libraries/frameworks should be used to implement the game?

Of course though, it should probably be constructed with MVC (or something) in mind, so that the core game model is separated from the GUI.
asked Aug 1, 2014 by SimonAndréForsberg (2,670 points)
edited Aug 1, 2014 by SimonAndréForsberg

5 Answers

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Best answer
A combination of JavaFX and LibGDX.

JavaFX for having a desktop client. LibGDX later on when we want to focus on making an Android / iOS client.

(Note that LibGDX can be used to make a desktop version as well)
answered Nov 9, 2014 by SimonAndréForsberg (2,670 points)
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LIBGDX - http://libgdx.badlogicgames.com/ is an alternative.

It is a Java library that supports Android, HTML, plain-old Desktop, iOS (through Xamarin or something I believe)
answered Aug 1, 2014 by SimonAndréForsberg (2,670 points)
This looks good. We need to go over the Apache 2.0 license and make sure it's permissive enough for our needs (esp. since we haven't decided our own licensing model yet).
I took a look at the Apache 2.0 license and it seems similar in spirit to the CC-A license, IOW not viral like GPL (doesn't require our entire work be subject to that license). I think we could use it in a commercial product as long as we give proper attribution and mention that license in connection with the library.
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I would propose JavaFX 8: It is a real easy to use and intuitive way to build the GUI, have a real fair amount of effects available and uses a proper MVC view.

It is not really hard to learn and also has a GUI builder available.

For the rest of the game I'd use Java 8 and then hook into some lower level API for the moddability, I've heard talks about Lua being a good choice.

 

Ultimately we should offer multiple options to download the game: One version could be a plain JAR, other one could be a natively packaged JAR which installs the game, and lastly we should have the default option to include the Java 8 JRE.

 

The coding itself could be done using Github and Travis CI, where the latter will take care of executing all unit and integration tests, and uploading every file to the correct place after a significant build. Both do cost some bit of money in case we develop it closed source.
answered Aug 2, 2014 by skiwi (500 points)
I like JavaFX a lot but I am a bit concerned with the portability of it. As for Github and Travic CI, I totally agree with that.
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GWT - Google Web Toolkit - http://www.gwtproject.org/

Is primarily for Web Development

An example of something I made earlier with GWT is: http://www.zomis.net/cards/ZonesCardsGWT.html (Castle Wars 2) and http://www.zomis.net/cards/ZonesCardsGWT.html?mode=HS (Hearthstone)
answered Aug 1, 2014 by SimonAndréForsberg (2,670 points)
I'd rather have something that has mobile as a primary focus. I think the mobile market and casual gamers are something we really need to pay attention to. Of course if adapting for mobile isn't a big deal and GWT is way nicer to use, that's another story.
I guess you *could* use Phonegap to make a mobile version of it, but I don't think that's the best option. Another option is to make each platform on its own. Make an Android app for Android, iOS app for iOS, and perhaps make a JavaFX app for Desktop. But that's time consuming.
I feel like Java for Android should be pretty much a no-brainer with whatever we use. Shouldn't require jumping through many hoops. Not sure how Java for iOS works?
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A library I've used before for straight-up OpenGL is LWJGL. Not sure if android will support it, though.

answered Aug 23, 2014 by DanPantry (180 points)
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