Word game design
Word Game Builder is designed with a tiered architecture, ranging from low-level, complex operations to higher level functions. It is important to keep this in mind when designing a word game.
At the core of Word Game Builder is the word set, which is a tree structure built for very fast word and prefix searches. Word sets cannot be created by themselves, and must be a part of a language.
Languages are the user-facing representation of a word set. A language consists of a set of letters, a word set, some culture information and some other attributes like case sensitivity. Languages are usually created in the editor, but can be created and loaded at runtime. Multi-language word games are also supported.
Word Game Builder contains an object model of all components, allowing custom implementations to seamlessly work with core features, without any code modification required.
The word checker is the high-level representation of the word set API. It allows word searches using letter tiles rather than machine strings, and offers helper functionality like automatic multithreading and task scheduling.
All components in the object model have default implementations with robust support for different systems within Unity (NGUI, Daikon Forge, 2D Toolkit, and native meshes/sprites). For most games, using the gameplay components and interacting with them via scripting is enough, without needing to deal with low-level functionality.