Creating a Generic Node Component in SpriteKit

After the development of my simple puzzle game, one of the things I wanted to do differently was using a generic Node Component. This would be a component that would do all the scaling, rotating, and positioning in such a way that it could apply to any node type (label, sprite, shape, etc) or even things like particle emitters.

In this post, I’ll create a simple SpriteKit scene with a basic render system and a few simple components to see how this might work.

As I write this, I’m walking the Dale’s Way with nothing but my iPad Pro so this will all be done using the Swift Playgrounds app.

Continue Reading →

Developing A Jigsaw Puzzle Game Part 10: Final Thoughts

I have reached the end of my jigsaw puzzle game journey!

Documenting this process in as much detail as I did has been revealing. There were holes in my knowledge: things that I knew how to do without a full understanding of how they actually worked. Trying to explain every line of code forced me to reach for that deeper understanding.

Despite this, some of my decisions were still questionable and I would do certain things differently now. On the other hand, I was pleased at how other aspects came out and there are ways that I have implemented things in this that I definitely want to pull into my adventure game engine.

Continue Reading →