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Rusty-Knight
02-20-2007, 01:44 PM
What would be a good way to get my name out there in the Game Development world? I have some amazing ideas that I would hate to see go to waste. ORIGINAL ideas too.

Feed back appreciated.

TeeGee
02-20-2007, 01:50 PM
Well... just make a game based on your ideas. If they are really good, you will get some attention definetly.

Not that it means it's a simple task...

Sybixsus
02-20-2007, 01:51 PM
What would be a good way to get my name out there in the Game Development world?
Making a game.


I have some amazing ideas that I would hate to see go to waste. ORIGINAL ideas too.
Everyone has ideas. There's no real skill to it, and hence no shortage of it. The skill ( and the rarity ) is finding someone who can turn their amazing ideas into ( at least ) semi-amazing games.

Rusty-Knight
02-20-2007, 02:03 PM
uuuhhh huh... Now how would I go about making a game with absolutely no programming ability? THAT'S what I really want to know.

lennard
02-20-2007, 02:09 PM
Like a bunch of the rest of us - open a book and start typing! It took just about 15 years before I realized that the only reason I became a programmer was so that I could design games - kept finding myself getting cranky when the designers would come to me with their little ideas. I've been much happier since having made this realization!

Anyhow, no kidding, everybody has ideas. If you have the courage of your convictions then you will crack a book, learn some skills and implement them.

Good luck!

Maupin
02-20-2007, 02:12 PM
uuuhhh huh... Now how would I go about making a game with absolutely no programming ability? THAT'S what I really want to know.

You have 3 options:

Become a programmer.
Partner with a programmer.
Pay a programmer.

Rusty-Knight
02-20-2007, 02:21 PM
You have 3 options:

Become a programmer.
Partner with a programmer.
Pay a programmer.

Ooookay then... I'd better go get a book and a crow bar...

Any suggestions?

HairyTroll
02-20-2007, 02:33 PM
Here is one of the best books ever written on the subject: Structure and Interpretation of Computer Programs (http://mitpress.mit.edu/sicp/)

The authors have also made several videos (http://www.swiss.ai.mit.edu/classes/6.001/abelson-sussman-lectures/).

bignobody
02-20-2007, 02:40 PM
Here is one of the best books ever written on the subject: Structure and Interpretation of Computer Programs (http://mitpress.mit.edu/sicp/)

Great, now you've gone and scared him off ;)

(thanks for the link)

Rusty-Knight
02-20-2007, 02:42 PM
Here is one of the best books ever written on the subject: Structure and Interpretation of Computer Programs (http://mitpress.mit.edu/sicp/)

Thanks... I thought I'd NEVER take a book suggestion from a hairy troll before.

I can die happy now

TeeGee
02-20-2007, 03:33 PM
You can also learn how to make games easily by using one of the easy-to-program engines out there - like Torque, Blitz or GameMaker.

GameMaker is especially good for its learning curve, but you would have to live with its limitations. Still you can program a decent game on GM.

Torque and Blitz are generally better overall, but they are harder to learn/use.

Maupin
02-20-2007, 03:38 PM
Any suggestions?

First you have to learn the basics of programming. I suggest starting with a language called Python, because it's very legible. There is a nice introduction to programming using Python called How to Think Like a Computer Scientist (http://www.ibiblio.org/obp/thinkCSpy/). I have been programming since I was a kid, and I'm absolutely awful at it. However I have a clear idea of the kind of game I want to make when I start, and I'm stubborn. So even though the source to my games looks like a spaghetti truck plowed through a slaughterhouse, they work.

I think TeeGee's suggestion is best. I don't know anything about the various game-making packages, but I imagine you can do quite a lot, especially if your game fits neatly into certain categories.

TeeGee
02-20-2007, 03:55 PM
Yup - the game making packages are suprisingly good if you don't try to exceed their limitations at all costs. They can produce quite good game if you don't expect them to make Oblivion with them.

You really don't need to be a hardcore programmer to make games, still some basics are necessary. And various game-akers are better at learning basics than any book imho.

Sirrus
02-20-2007, 04:18 PM
If you have no programming ability, try a WYSIWYG game creation application:
www.clickteam.com

TimS
02-21-2007, 09:52 AM
What would be a good way to get my name out there in the Game Development world?
If your goal is to make a name for yourself as a game designer, I'd recommend putting yourself on a path for a AAA game development job somewhere.

Let's face it -- nobody but other indie developers have heard of most indie developers (by name, especially).

-Tim

p.s. - If you go the indie route -- you're going to need artists too! Juuuust a reminder.

KNau
02-22-2007, 06:56 AM
Since you posted a Flash Artist portfolio, I assume you have access to a copy of Flash - so what are you waiting for? It doesn't get much easier than Flash and it's perfect if you want to get "noticed". Make sure you update to Flash 8, though - and stay away from AS3.0.

The Plan
Step 1: Learn Flash game development (1 month, at the most - try cartoonsmart.com).
Step 2: Take one of your cool original ideas and make a free webgame of it.
Step 3: Upload your webgame, maybe get a sponsorship for a few $$$ (hey, paid learning!).

If your creation is original, well designed and has decent production values you will stand head-and-shoulders above 99% of the Flash game market. That will get you noticed. A good free Flash game can spread like wildfire.

Check your local job market. Where I live it pays better to be a Flash developer than a videogame artist. I'm glad I made the switch.

Nexic
02-24-2007, 05:43 PM
Cartoonsmart.com taught me Flash in a few hours. Will probably take you longer if you have never programmed before but not really that long.

After watching Cartoon smart tutorials I never even looked at the 3 thick Flash books I ordered (they didn't arrive until after I'd learnt it).