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: ''For more information, see [[:Category:Video game development software]]''
: ''For more information, see [[:Category:Video game development software]]''


[[File:GK-GameMaker-Sprite-Editor.jpg|thumb|Editing a sprite in '''Shoot'Em-Up Construction Kit''']]
[[File:GK-GameMaker-Sprite-Editor.jpg|thumb|Editing a sprite in ''[[Shoot'Em-Up Construction Kit]]'']]


A '''Game Creation System''' ('''GCS''') is an [[integrated development environment]] such as [[Robinson_Technologies#Other_projects|Novashell]]<ref>Seth A. Robinson and Robinson Technologies, [http://www.rtsoft.com/novashell/ "Novashell Game Creation System"]</ref> or [[Pie in the Sky (game engine)|Pie in the Sky]],<ref>Pie in the Sky Software, [http://www.pieintheskysoftware.com/menuitem-about.html "About Pie in the Sky Software"]</ref> specifically engineered for the design and development of user-derived videogames. Often game creation systems promise an easy entry point for game designers, with little to no coding required for simple behaviors. Some packages, such as Mark Overmars' [[Game Maker]], include a more comprehensive scripting language under the surface to allow users more leeway in defining their games' behavior.
A '''Game Creation System''' ('''GCS''') is an [[integrated development environment]] such as [[Robinson_Technologies#Other_projects|Novashell]]<ref>Seth A. Robinson and Robinson Technologies, [http://www.rtsoft.com/novashell/ "Novashell Game Creation System"]</ref> or [[Pie in the Sky (game engine)|Pie in the Sky]],<ref>Pie in the Sky Software, [http://www.pieintheskysoftware.com/menuitem-about.html "About Pie in the Sky Software"]</ref> specifically engineered for the design and development of user-derived videogames. Often game creation systems promise an easy entry point for game designers, with little to no coding required for simple behaviors. Some packages, such as Mark Overmars' [[Game Maker]], include a more comprehensive scripting language under the surface to allow users more leeway in defining their games' behavior.
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== History ==
== History ==


Early game creation systems such as [[Pinball Construction Set]] (1983), [[Adventure Construction Set]] (1984), [[Garry Kitchen's GameMaker]] (1985), [[Shoot'Em-Up Construction Kit]] (1987), and [[Arcade Game Construction Kit]] (1988) appeared in the 1980s on the [[Apple II]] and, especially, the hobbyist-friendly [[Commodore 64]]. Most of these early design frameworks are specific to one or another genre. A few reached fairly wide acceptance; users like Ray Larabie made a name for themselves through SEUCK-originated games.
Early game creation systems such as [[Pinball Construction Set]] (1983), [[ASCII (company)|ASCII]]'s War Game Construction Kit (1983),<ref>{{cite web|title=War Game Construction Kit|url=http://retropc.net/fm-7/museum/softhouse/ascii/000701300.html|work=[[:ja:Oh!FM{{!}}Oh!FM]]|accessdate=3 September 2012|archiveurl=http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fretropc.net%2Ffm-7%2Fmuseum%2Fsofthouse%2Fascii%2F000701300.html|archivedate=3 September 2012}}</ref> [[Thunder Force (series)|Thunder Force Construction]] (1984),<ref>{{cite web|title=Thunder Force Construction|url=http://retropc.net/fm-7/museum/softhouse/tecnosoft/330602301.html|work=[[:jp:Oh!FM{{!}}Oh!FM]]|accessdate=1 September 2012|archiveurl=http://translate.google.co.uk/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fretropc.net%2Ffm-7%2Fmuseum%2Fsofthouse%2Ftecnosoft%2F330602301.html|archivedate=1 September 2012}}</ref> [[Adventure Construction Set]] (1984), [[Garry Kitchen's GameMaker]] (1985), [[Wargame Construction Set]] (1986), [[Shoot'Em-Up Construction Kit]] (1987), [[RPG Maker|Mamirin / Dungeon Manjirou]] (1988) and [[Arcade Game Construction Kit]] (1988) appeared in the 1980s on [[home computer]]s, including the [[Apple II]], [[NEC PC-8801|NEC PC-88]], [[MSX]], and especially hobbyist-friendly platforms such as the [[FM-7]] and [[Commodore 64]]. Most of these early design frameworks are specific to one or another genre. A few reached fairly wide acceptance; users like Ray Larabie made a name for themselves through SEUCK-originated games.


As the [[IBM PC compatible|IBM-based PC]] gained dominance in the 1990s, game creation systems shifted both to the more general and the more specific. Whereas frameworks like RSD [[Game-Maker]] and [[Klik & Play]] attempted to accommodate any genre, communities grew around games like ''[[ZZT]]'' (later, [[MegaZeux]]<ref>SourceForge.net, [http://sourceforge.net/projects/megazeux/ "MegaZeux"]</ref>) that permitted such extensive user modification that they essentially became de facto game creation systems.
As the [[IBM PC compatible|IBM-based PC]] gained dominance in the 1990s, game creation systems shifted both to the more general and the more specific. Whereas frameworks like RSD [[Game-Maker]] and [[Klik & Play]] attempted to accommodate any genre, communities grew around games like ''[[ZZT]]'' (later, [[MegaZeux]]<ref>SourceForge.net, [http://sourceforge.net/projects/megazeux/ "MegaZeux"]</ref>) that permitted such extensive user modification that they essentially became de facto game creation systems.
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Later in the mid-2000s, with the growth of the [[World Wide Web]] and [[social networking]], Mark Overmars' Game Maker headlined an explosion of interest both in [[indie games]] and in canned game design software. Whereas earlier game creation systems tend to err on the side of user friendly interfaces, 21st-century systems are often distinguished by extensive scripting languages that attempt to account for every possible user variable.
Later in the mid-2000s, with the growth of the [[World Wide Web]] and [[social networking]], Mark Overmars' Game Maker headlined an explosion of interest both in [[indie games]] and in canned game design software. Whereas earlier game creation systems tend to err on the side of user friendly interfaces, 21st-century systems are often distinguished by extensive scripting languages that attempt to account for every possible user variable.


== Links ==
== See also ==
*[[Game engine]]
* [http://www.dosgames.com/g_gcs.php Game Creation Systems] (DOSGames.com)
*[[Level editor]]
* [http://www.savvyfrog.com/Games/Game_Creation_Systems/ Game Creation Systems] (SavvyFrog.com)


== References ==
== References ==

{{Reflist}}
{{Reflist}}


== External links ==
[[Category:Video game engines]]
* [http://www.dosgames.com/g_gcs.php Game Creation Systems] (DOSGames.com)
[[Category:Video game development software]]
* [http://www.savvyfrog.com/Games/Game_Creation_Systems/ Game Creation Systems] (SavvyFrog.com)

[[Category:Video game engines| ]]
[[Category:Video game development software| ]]

Revision as of 05:44, 3 September 2012

For more information, see Category:Video game development software
Editing a sprite in Shoot'Em-Up Construction Kit

A Game Creation System (GCS) is an integrated development environment such as Novashell[1] or Pie in the Sky,[2] specifically engineered for the design and development of user-derived videogames. Often game creation systems promise an easy entry point for game designers, with little to no coding required for simple behaviors. Some packages, such as Mark Overmars' Game Maker, include a more comprehensive scripting language under the surface to allow users more leeway in defining their games' behavior.

Although initially stigmatized, all-in-one game creation systems have gained some legitimacy with the central role of Game Maker in the growth of the indie game development community.[3] Currently the Independent Games Festival recognizes games produced with Game Maker and similar platforms.

History

Early game creation systems such as Pinball Construction Set (1983), ASCII's War Game Construction Kit (1983),[4] Thunder Force Construction (1984),[5] Adventure Construction Set (1984), Garry Kitchen's GameMaker (1985), Wargame Construction Set (1986), Shoot'Em-Up Construction Kit (1987), Mamirin / Dungeon Manjirou (1988) and Arcade Game Construction Kit (1988) appeared in the 1980s on home computers, including the Apple II, NEC PC-88, MSX, and especially hobbyist-friendly platforms such as the FM-7 and Commodore 64. Most of these early design frameworks are specific to one or another genre. A few reached fairly wide acceptance; users like Ray Larabie made a name for themselves through SEUCK-originated games.

As the IBM-based PC gained dominance in the 1990s, game creation systems shifted both to the more general and the more specific. Whereas frameworks like RSD Game-Maker and Klik & Play attempted to accommodate any genre, communities grew around games like ZZT (later, MegaZeux[6]) that permitted such extensive user modification that they essentially became de facto game creation systems.

Later in the mid-2000s, with the growth of the World Wide Web and social networking, Mark Overmars' Game Maker headlined an explosion of interest both in indie games and in canned game design software. Whereas earlier game creation systems tend to err on the side of user friendly interfaces, 21st-century systems are often distinguished by extensive scripting languages that attempt to account for every possible user variable.

See also

References

  1. ^ Seth A. Robinson and Robinson Technologies, "Novashell Game Creation System"
  2. ^ Pie in the Sky Software, "About Pie in the Sky Software"
  3. ^ insert credit, "From Shooter to Shooter: The Rise of cly5m"
  4. ^ "War Game Construction Kit". Oh!FM. Archived from the original on 3 September 2012. Retrieved 3 September 2012.
  5. ^ "Thunder Force Construction". Oh!FM. Archived from the original on 1 September 2012. Retrieved 1 September 2012.
  6. ^ SourceForge.net, "MegaZeux"

External links