Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presents minimal features in a representative hierarchy of spatial and game elements along with basic behaviors and event support related to game logic features. It also presents modules of code to represent, interpret, and adapt game features to provide the execution of configured games in multiple game platforms. As a proof of concept, a clone of the Doodle Jump game was developed using MEnDiGa assets and compared with original game version. As a result, a new G-factor based approach for game construction is provided, which is able to separate the core of game elements from the implementation itself in an independent, reusable, and large-scale way.
Several types of development strategies are available to provide digital games in a reusable way. However, the idea of a "one-size-fitsall" architecture for digital games can be problematic, being preferable to build dedicated architectures for specific game genres. This paper proposes the development of feature-based artifacts for the production of digital board games. It presents a subdomain game architecture that represents configurable features of core concepts related to board games (the game model and controller ), and implements feature artifacts capable of being executed in distinct game clients (the game view ). For validation purposes, two types of classic board games, together with a proposed web client for board games, were developed, consolidating as a result a software product line approach to develop classic board games.
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