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Ripping My SpriteKit Game APART and Learning GameplayKit Instead

Progress as a solo game developer isn't always about moving forwards. Sometimes you need to go backwards to move forward faster in the future. So I ripped my SpriteKit game apart and started from scratch… let me tell you why. Links to Stuff Podcast - https://podcasts.apple.com/us/podcast... Study - https://www.nature.com/articles/s4158... Subtract: The Untapped Science of Less - https://amzn.to/3EGjPo4 ZER0ED (my first game): https://apps.apple.com/us/app/zer0ed/... A while ago I was listening to an episode of a podcast (linked above). In this episode they talk about the concept of less is more - we’ve all heard about that right? However, nature magazine published a study showing how this saying is often not practiced in reality. So, they interviewed one of the study’s authors and he described how even when people were presented with financial incentives to level an unstable structure in as few steps as possible they chose the more difficult approach of adding 9 blocks to the structure instead of removing a single block. The general conclusion here is that we are preprogramed to think of adding first. This it might come down to the simple idea that we associate subtraction with negativity. Let me know if you’ve ever caught yourself adding code when it was probably easier to remove something else instead. So with that in mind I’m going to talk a bit about why I ripped my game apart and changed the approach to building my game Replicator. The original design used a very general approach using SpriteKit. I would spawn sprites into the scene and moving them around through an SKAction towards the target that was decided through some algorithms. The problem with this approach was that I was running into issues with scaling it to the point where I wanted to. I was also having issues with tracking all the game objects and moving stuff around the game board in a way that I wanted. So the solution - axe everything I was working on and try a new approach. This approach is using Swift’s entity component system Gameplay Kit. Gameplay kit was introduced in as part of iOS 9 back in 2015 and is a way of organizing the game into an entity component system. The basic concept here is that you build entities by adding different components to them and as a result you have much more reusable code. So you can build a simple movement script (I’ll show you this in a minute) and then add it to all the entities that need to move. Or maybe a simple script to handle the textures of your entities. The point is that it’s very scalable and reusable code. The problem is that I have never used this system before and learning how to get it working has been SLOW and FRUSTRATING. So let me show you where I’m at with my code so far. So far I’ve tried to create a basic starting point for me to build off of. As you remember the concept of the game is the player has cards which spawn generators. These generators will spawn Repli which have needs associated with them for “Food” and “rest”. Throughout the map food will randomly spawn, and the player can also spawn houses for the Repli to rest. So I’ve created three GKEntity scripts for Repli, Food, and Home. These will serve as the foundational entities and the goal is to subclass these so that I can build a variety of objects in the game and have them behave differently. The entities each get a set of components and you can see that here. Components are just simple scripts that do a very specific thing. For example the “spriteComponent” is how we are able to assign a texture to the entity, while the movementComponent handles movement of the entity throughout the scene. You get the idea. Right? Right now there is very little in the form of behaviors / goals in the game. But one of the powerful things about this system is that I can assign a weighted list of goals and behaviors for those goals to each entity in the game. This is the primary reason I decided to switch out my approach for Gameplay kit because I knew that I wanted my Repli to have some form of AI/goal/behavior properties and I believe that this is the best way to approach this topic. I hope you liked this video - if you did you know what to do. If not, tell me why in the comments. Finally I’d like to let you know that I’m going to be doing a “shorts” week starting December 20th where I’m going to be experimenting with YT Shorts and short form content. Get subscribed so you can see that! Bye for now! #gameplaykit #spritekit #indiegamedev

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