Created
July 15, 2015 06:26
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Galgame Engine
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| * Technical choice: use HTML5. | |
| * | |
| * Portability to multiple platforms(resolutions) are great concerns | |
| * Serve contents online (like Kancolle); opens potential for updating, user-login, and many more | |
| * For traditional offline galgames, start a local server and use a browser | |
| * Markup format for scripts | |
| * | |
| * Use XML markup for manuscripts; compile/dynamic load, reference HTML5 slides framework like impress.js | |
| * JavaScript API | |
| * | |
| * Allow inline JS in manuscripts | |
| * A clean interface, make interacting with 3rd-party software easy | |
| * Manuscripts | |
| * | |
| * Finite state machines for traditional galgames | |
| * Preserve states for save/load | |
| * Modify state transition graph on-the-fly (metaprogramming for galgames) | |
| * Game updating | |
| * | |
| * Integrity between server game and local game | |
| * Resource management | |
| * | |
| * Async pre-load resources, determine which resources to load from state graph | |
| * Integrity check/error recovery | |
| * Confidentiality | |
| * | |
| * OPEN PROBLEM: how to keep materials safe? | |
| * Obfuscate file names | |
| * Interacting with 3rd-party software | |
| * | |
| * App store/Steam friendliness; needs investigation | |
| * Live2d | |
Interacting with 3rd-party software
- App store/Steam friendliness; needs investigation
- Live2d
No APIs will be provided by Apple.
Author
try Electron
Not planning to use Node.js backend.
for Server, try BaaS service provider like LeanCloud
Haven't tried services like LeanCloud so this possibility remains.
No APIs will be provided by Apple.
As long as Cordova is supported, that should not be a serious problem. But making an offline version on mobile is harder.
@Tedko Currently Phase I only includes a simple frontend. And I need some time to learn HTML5 before finishing the first prototype 😃
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This is exactly what electron is(or chromium based any other toolkit)