Akedo Studio
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The EngineFrom an idea to code, the work of a programmer analyst.
The pleasure of being a craftsman again
The EditorInspired, but 100% House Made
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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
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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.
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The work of a programmer analyst who has an idea, who designs it in order to code it and make it concrete.
2D orientedOur engine supports sprite rendering, 2D single display, Bitmap text font, tile rendering, 2D collision system, and artificial intelligence navigation.
Tweak'ed and 'ableHowever, 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".
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+ 300k code lines
We have developed an engine with the functions that we actually use, which gets right to the point
Limber and LightweightWe have better control of the tool because we can easily add properties to components.
ECS SystemOur ECS (Entity Component System) is based on a dynamic and intuitive object model.
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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.
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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
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An idea = a component | UI and UX script game flow
Inspired, 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.
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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.
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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
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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
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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. |
GamesA taste of "Madeleines de Proust."
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Akedo StudioAkedo is raw, fun, and vintage
Ak'MagOnce upon a time ... a pixel ...
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