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Dev Diary

Akedo Studio
​The technology

In 2016, after eleven years devoted to big budget games, Nico left the AAA industry to create his own gaming technology, in order to develop low and medium budget games.

The Engine

From an idea to code, the work of a programmer analyst.

The Editor

Inspired by development technologies, but 100% House Made
The pleasure of being a craftsman again
Behind the Code | Discover Ak'Mag podcasts

The Engine

It only took 10 months for Nico to code the architecture needed to develop a 2D game. From the blank page to the engine with only SDL support, each module was relatively easy to set up
Our engine is developed with SDL 2, a crossplatform PC library (Windows, Linux, Mac ...) which is a good basis to support a 2D game development. And well supported by platforms like Steam.
The work of a programmer analyst who has an idea, who designs it in order to code it and make it concrete.

2D oriented

Our engine supports sprite rendering, 2D single display, Bitmap text font, tile rendering, 2D collision system, and artificial intelligence navigation.

Tweak'ed and 'able

However, from displaying and animating a little cat imported from Google Image to developing a complete video game, there is a world. We therefore had to adapt and develop the lines of code necessary to manage the entities and behavior of our project
Develop our engine to go from a "programmer's game" to a "gamer's game".

+ 300k code lines

We have developed an engine with the functions that we actually use, which gets right to the point

Limber and Lightweight

We have better control of the tool because we can easily add properties to components.

​ECS System

Our ECS (Entity Component System) is based on a dynamic and intuitive object model.

The Editor

Our system is made up of connected and connectable “boxes” in order to be able to “assemble the puzzle” of the progress of the game.
Still in Beta development, we want to challenge our technology by producing our first game. And make it evolve as we go. The user interface is based on editable skins thanks to an HTML file bringing creativity to life.​
Our development mechanism is to build an entity by adding components to it and to choose the associated properties that can be modified on the instances.
Our technology supports pre-fab, as a basic and cloneable entity; it also manages dynamic properties
An idea = a component | UI and UX script game flow
Inspired by development technologies, but 100% House Made

Our editor is above all a toolbox

We can edit tile set, tile map, sprite sheet and all associated animations there. The UI component is developed to meet the needs of the resource used. The Alpha of our editor will auto-generate the components.
Our editor is not yet customizable, as it is currently for the exclusive use of the programmer who coded it. We have developed the Akedo editor, in a spirit of search for simplicity in the noblest sense.
​It is created so that we can navigate it with intuition; so that we "wander" through the current project. The mapping is clear both in condition and in function. When the editor opens, the user is directly immersed in the game flow editor. This experience allows to better define and appreciate the whole game.

Debug System

​Bonus | 2 small external tool

Our editor has an integrated system for debugging scripts and databases, which allows us more speed in this heavy task of finding faults and especially better efficiency
1 | Which generates the shader database used in the engine to display shapes, images, texts - it's a GPU (Graphic Processing Unite) program.

2 | That optimizes and "repairs" the game database to reduce its size to ensure that code bugs are cleaned up throughout the database and to fragment its size without compressing it.

​Loot Zone

Go in search of a loot to offer.​
Our collector boxes

Games

A taste of  "Madeleines de Proust."
Discover our gameplays

Akedo Studio

Akedo is raw, fun, and vintage
Discover our Studio

​Ak'Mag

Once upon a time ... a pixel ...​
On the spotlights
Picture
itch.io
Steam

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  • Home
  • About Us
  • Work
    • Dev Diary
    • Nick Reckless
  • Loot Zone
  • Ak'Mag
  • En français
    • Technologie
    • Jeux >
      • Nick Reckless