PDA

View Full Version : Training?


nemo54321
08-27-2004, 01:03 AM
At the very top of this heirarchy of development is my question. What do you suggest to get started in game dev?

Here is what I do have.

1 year in C++, but no graphical knowledge.

Innovating and creative ideas for new games.

A degree in technial graphics: photoshop, illustrator, 3ds Max.

I just don't know what to do to start making a game.

This is probably the worst question to ask, because if I have to ask what to do I'm not ready to start... or something like that.
I'm thinking of enrolling in one of those new "gaming" degrees, but is there a better/cheaper way to go?

-- Joe Hawkins

Indiepath
08-27-2004, 01:28 AM
I want to try to answer to your question.

You don't need to enroll on any courses and as you reached this place I'd presume you have a very good starting point.

My suggestion:

1) Take a look at Indie game dev by Steve Pavlina http://www.dexterity.com/articles/

2) Take a look at Torque game engine... www.garagegames.com - with c++ knowledge I'm sure you can create your dream game with it.

At this point I think these should be enough - for starters. I'd also scetch a plan about what you want and where you want to go. Think big, but start small.

Gilzu
08-27-2004, 02:41 AM
Here's where a few successful programmers & game designers started : CLONES!

Really. Start by making a pong clone, from start to end. If by now you think I'm joking or teasing, think of the amount of work you have to put down to it:

1. physics
2. graphics
3. sound
4. menu, high-scores, splash screen, credits, intro-screen
5. controls
6. beta-testing & debugging
7. AI

They all seem simple and they really arnt. Having a game like Pong means you have the general concept, but all of the design/programming/graphics is left to you. I think this is the best start for everyone who want to FINISH a game while learning all of the phases of game making and why they are needed.

Really, you don't know how valuable experience it is for the next games you'll make.

Nemesis
08-27-2004, 02:47 AM
I agree with Gilzu, it really helps to cover all the development stages of a complete game, even if you're probably not going to sell it. It will at the very least help you estimate future projects with more accuracy and hopefully also assist you in identifying what makes a fun game or otherwise.

Depending on the scope of your game you might also consider using a simpler language with built-in game APIs like Blitz. The important thing here is to reach the finish line and learn all that is to be learned along the way.

In time you will find out that it is less about technology and more about the game itself, and if you plan to sell it, the business aspects of it all. As a matter of fact you may have noticed that this board is less about tech stuff and more about the business and management side of things.

David York
08-27-2004, 03:34 AM
Firstly, there are tons of great books on the subject. Get your hands on a few - every bookstore these days seems to have a full section on game development.

I'd also recommend looking at the SDL (http://www.libsdl.org/index.php), and probably staying away from 3D initially.

Gilzu and Nemesis are correct. If you want to make a space shooter, don't make Ikaruga. Your project will fail (but you'll learn a lot!) Make Space Invaders. Then when it is done add features to make it Galaga. Then, turn it into 1942. Then Raiden Fighters. Then Ikaruga.

I believe that most game development projects fail for lack of understanding of how difficult of a software engineering task it is. Make Pong. Build up from there.

Now, to show off what a giant DORK I really am, think of it as gaining XP. You're first level. Go kill kobolds. Stay away from Dragons, I don't care HOW young they are. Going after anything bigger than a kobold will got you killed, period.

Good luck - with perseverance you'll succeed.

Gilzu
08-27-2004, 04:13 AM
Now, to show off what a giant DORK I really am, think of it as gaining XP. You're first level. Go kill kobolds. Stay away from Dragons, I don't care HOW young they are. Going after anything bigger than a kobold will got you killed, period.

RPG's WEEEEEEEEEEEEE!!!! :p

Then, you'll be able to learn which skills you are most proficent with and put extra feats to improve the ones you arn't (like +5 to programming). You wont know what kind of accessories you'll need untill you have finished a game. Things like Image editors, Installers and debugging tools add bonuses to your abilities.

Level-ups will be avilable once you have fully finished a game - not before :cool:

nemo54321
08-27-2004, 09:05 AM
Here's where a few successful programmers & game designers started : CLONES!


Oh! So that's how all those dang tetris clones got on the internet!

lol

-- Joe Hawkins

Gilzu
08-27-2004, 09:58 AM
Oh! So that's how all those dang tetris clones got on the internet!

lol

-- Joe Hawkins


Don't laugh, those developers might not all sell well (some do, look at DX-Ball and other sucessful clones), but they now have experience and knowledge of the time and effort needed to finish a game (again, look at DX ball and how great you can do), they have a framework for business (website, download websites/search engines exposure, selling-webfront and much more), now experienced with a bit of marketing, tools & graphic/sound/control unit-framework to have a good start with the next game, experience with tons of bugs and tricks and exposure and have something to put next to their upcomming game.

Finishing a game, as simple as it is, gives you many benefits.

ggambett
08-27-2004, 10:06 AM
think of it as gaining XP. You're first level. Go kill kobolds. Stay away from Dragons, I don't care HOW young they are. Going after anything bigger than a kobold will got you killed, period.
David, that was brilliant! Although one of the funniest campaigns I ever played included an epic battle with our party aided by an army of kobolds with +1 spears against a demon :)
think of the amount of work you have to put down to it:
And I'd add the following, for a better taste of what it's like to be an indie, not just a "programmer" :

8) Get hosting and register a domain
9) Build a website and some kind of backend to do your sales
10) Spend days compiling a list of download sites
11) Spend days and days submitting your game to download sites
12) Pitch your game to distributors (if it's your first one you do have to pitch it)
13) Be ready to deal with angry customers and bugs you can't reproduce (BTW, 1 year of C++ is very very very little)

Rod Hyde
08-27-2004, 11:04 AM
I'm thinking of enrolling in one of those new "gaming" degrees, but is there a better/cheaper way to go?
Try some of the assignments (http://www2.dcs.hull.ac.uk/MScGames/Assignments.htm) from a gaming degree.

--- Rod

MattInglot
08-27-2004, 11:36 AM
I'd go as far as to say that pong is too difficult. :D It's extremely simple to write if you already have a game writing background, but can be a challenge to beginners for the following reasons:

1) Implementing smooth animation. Granted this is a lot easier to do on today's systems than it was back in the days of Windows 95.

2) Implementing responsive user controls.

I would suggest TicTacToe/Connect 4/Minesweeper or if you want a challenge, Tetris. The first three games all allow you to create a full game and to learn the things Gilzu mentioned without also having to worry about animation and getting fast input. Tetris introduces these elements, but is a lot more forgiving than a strictly arcade game like pong.

nemo54321
08-28-2004, 12:38 AM
Don't laugh, those developers might not all sell well (some do, look at DX-Ball and other sucessful clones), but they now have experience and knowledge of the time and effort needed to finish a game

Finishing a game, as simple as it is, gives you many benefits.


I'm sorry, I wasn't laughing at the developers... it was more of an ah-ha than an lol.

Sometimes it's hard to translate reactions into text.

-- Joe Hawkins

nemo54321
08-28-2004, 12:42 AM
@ Rod Hyde

Very useful, thanks.


-- Joe Hawkins

nemo54321
08-28-2004, 12:44 AM
13) Be ready to deal with angry customers and bugs you can't reproduce (BTW, 1 year of C++ is very very very little)


Oh I know that... I can't even produce a GUI or program in windows, which is why I'm considering the schooling aspects.

-- Joe Hawkins

nemo54321
08-28-2004, 12:47 AM
I would suggest TicTacToe/Connect 4/Minesweeper or if you want a challenge, Tetris. The first three games all allow you to create a full game and to learn the things Gilzu mentioned without also having to worry about animation and getting fast input. Tetris introduces these elements, but is a lot more forgiving than a strictly arcade game like pong.



Those are good suggestions, plus they don't require me to program AI... let alone flawed AI/AI that will loose occasionally.

I've done tic-tac-toe before... but without AI, it was two player only.

-- Joe Hawkins