3 Responses to “The Impact Of Sprite Kit On The Economy”

  1. johnny says:

    you’ve never talked about kobold vs unity. Unity is free now.. what’s the advantages of kobold over unity.

    thanks.

    • Unity is a powerful framework for cross-platform 3D game development aimed at small and large businesses employing programmers, artists and designers. For individual developers, small indie teams and 2D game development it is often overpowered (and overwhelming), yet without the Pro license you’re severely limited. The required Unity splash screen in the free version alone is enough to consider the pro version, but even then you don’t get the source code.

      So you can take first steps with Unity and also publish apps, but if you want the really cool features you’d have to dole out a lot of money. The full package with iOS & Android and team features is $5,000. Unity free is a dead-end street that ends at an incredibly high paywall, and therefore it isn’t really that free if you consider the time it takes to move into the alley, and either pay for passage or turn around and back out. Unity free is too limited to rely on it for the long term.

      Kobold Kit is for iOS & Mac and 2D games, it’s a smaller, programmer-centric library with full source code and iOS/OS X frameworks can be used at ease. We’re also going to combine building the engine with development of actual games, so it’ll be a combination of game engine, game-specific features, starterkit and integration with external tools like Tiled, Texture Packer, Glyph Designer, Particle Designer, Physics Editor, and others. And it’ll be a lot more affordable.

      Over time the strengths of Kobold Kit will be the ease of use for beginners and non-programmers, being able to create playable results quickly and easily – that’s not something Unity excels in. And we offer the source code for everything we build on Sprite Kit, so programmers can bend it and extend it freely.

      My vision for the long term (3+ years) is a tool-supported development environment not unlike Unity, but exclusively for 2D games, with a smaller learning curve without limiting the programmers. A swiss-army-knife for 2D games, perhaps as a tradeoff best suited for specific game genres but not as narrow-focused like an RPG or Shoot’em Up Maker.

      Hard to describe but essentially the tool I had been working with to make Gameboy games 12 years ago. We used that to create isometric sports games, side-scrolling jump’n runs and top-down role-playing games and interactive adventure games backed by a versatile game engine and very flexible statemachine scripting.

  2. MIke says:

    Hi Stephan, I have a suggestion to you. Instead of forking Cocos2D or SpriteKit to create Kobold or whatever why don’t you create tools to automate the creation of games, like an IDE for SpriteKit?

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