EDIT: Forgot that the game is really text-heavy, sort of like Phoenix Wright or Hotel Dusk if you've played those.
Making a video game is hard :(
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NerdOpinionShow
United States92 Posts
EDIT: Forgot that the game is really text-heavy, sort of like Phoenix Wright or Hotel Dusk if you've played those. | ||
GigaFlop
United States1146 Posts
Whatever you do.... | ||
HaRuHi
1220 Posts
Well anyhow, Good Luck! A generell Tip though - get 2/3 people you know to help you and have coding-lan-parties etc...it can get really lonely otherwise. Will also keep you more motivated...maybe if you don't know someone who also programmes find someone to make art or music for the game or write some of the dialogs so you have someone to talk with and fool around if it get to stressful. Maybe, check out GyroVorbis on Youtube, advanture in gamedevelopement - the early stuff is hilirious! | ||
Kal_rA
United States2925 Posts
Or are you using a game engine? | ||
Kal_rA
United States2925 Posts
On September 03 2011 09:13 GigaFlop wrote: pointer: don't use gridworld Whatever you do.... LOL! If you are referring to that shit we had to learn for AP Comp Sci in High School I fosho agree XD | ||
NerdOpinionShow
United States92 Posts
On September 03 2011 09:18 HaRuHi wrote: Hm, with your post I have no Idea what your background is. How much programming expirience do you have? Which are your preferred languages? How much Graphics etc you plan to include? Will it be realtime, 2D,3D? Can you do it on your own, or do you need a place to find someone to make graphics/art for you? Well anyhow, Good Luck! A generell Tip though - get 2/3 people you know to help you and have coding-lan-parties etc...it can get really lonely otherwise. Will also keep you more motivated...maybe if you don't know someone who also programmes find someone to make art or music for the game or write some of the dialogs so you have someone to talk with and fool around if it get to stressful. Maybe, check out GyroVorbis on Youtube, advanture in gamedevelopement - the early stuff is hilirious! Wow, I just realized I left a lot out. I'm programming in C++ with SFML. My friend's also doing the art, so I don't have to worry about that. I might try to organize that coding lan party thing though. Sounds pretty fun. | ||
fabiano
Brazil4644 Posts
Its was very fun to make them, except the space invaders which we had to use fucking pthreads to control each of the aliens separately. FUCK YOU PTHREADS, FUCK YOU! I coded AI for the Bomberman clone using FSM, and boy, you have no idea how dumb the npcs were lol, I couldn't finish it in time so it ended up extremely lame ghaha, but still really fun to program it :D Rightnow I'm trying to make a roguelike, such as Angband but with a graphical interface. The project is kind of in a hold due to my tight schedule and my lazyness :/ A tip I could give you is to plan your game before any actual coding. Define what are your game features and which classes you are going to implement (make a UML diagram and review it whenever you feel something is starting to get strange/out of place). Also use a control version software, I think Git is the very best, so go for it! The most important thing is to keep the motivation alive, good luck!! | ||
HaRuHi
1220 Posts
Wow, I just realized I left a lot out. I'm programming in C++ with SFML. My friend's also doing the art, so I don't have to worry about that. I might try to organize that coding lan party thing though. Sounds pretty fun. So so...the hard way I see xD. I started out using c++ with SDL a few years ago... one pointer... dunno know how nooby you are, but if you are as nooby as i was back then...learn how to split C++ code in different sourcefiles. I wrote everything in just one textfile...at around 2000 lines of code It got a bit messy, at 4000 I just scrapped everything and started all over again. ^^ Indigamedevelopement is always an adventure, make sure to keep us updated! | ||
EscPlan9
United States2777 Posts
On September 03 2011 09:34 HaRuHi wrote: So so...the hard way I see xD. I started out using c++ with SDL a few years ago... one pointer... dunno know how nooby you are, but if you are as nooby as i was back then...learn how to split C++ code in different sourcefiles. I wrote everything in just one textfile...at around 2000 lines of code It got a bit messy, at 4000 I just scrapped everything and started all over again. ^^ Indigamedevelopement is always an adventure, make sure to keep us updated! omg 2000 lines in a single file lol!! OP, hope you aren't doing that! Gotta say I 2nd the notion of planning out as much of the game as possible before getting deep into coding. If you haven't already planned it out, take some time off coding to map out what you generally want each class to do (UML diagrams and the like). And something I know I need to work on myself - when a design isn't working out, don't do like me and start re-doing bunches of parts without redesigning what you want to do. You'll end up running into a different brick wall most of the time. | ||
Weson
Iceland1032 Posts
I think you should find someone to not only help you but to keep you company throughout the project. I know coding can be really fun most of the times but sometimes it can get really frustrating, in these times it's good to have someone by your side so you dont just give up. | ||
mmp
United States2130 Posts
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Phyre
United States1288 Posts
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Icx
Belgium853 Posts
Just lots of small stuff, I have never really finished something complete, since I just wanted to learn, and I wasn't really looking to get like 1 game finished out there. edit: in c++ with sdl. Tips? Just one, because most of the stuff is just very specific to what you are making. The big one I have is, don't set your mind to "I am gonna make this 1 big project that is gonna take me weeks to complete as my first game", but make a bunch of smaller things first. Reason: Your first games will probably not be that great if you are that new, if you immediatly start off with something big and you get more knowledged over time and youll probably start to see how bad some off the stuff is and youll have to start to rewrite large amounts of stuff. While you can make like some basic games (tetris/pacman/etc, and once you got those a platformer such as mario) that can be finished in a small amount of time, and you will learn more everytime you make another one, and each one of them will teach you something different. The question in the end is, do I want to finish 1 game from start to bottom or do I want to make lots of different somewhat working basic games, and unless you are just dead set on finishing 1 game completely from the moment you start I would go for the second approach. If you have questions, or just want to read up on some things etc, might wanna check out gamedev.net | ||
SarR
476 Posts
Hopes this helps you in some way. GLHF | ||
hp.Shell
United States2527 Posts
Whenever I got all my test programs done, so that I was sure I was capable of programming every little piece of the game, I would lose all motivation to continue. For me, whenever I know I'm capable of doing something, it's almost not worth doing for some reason. I think I have a horrible fear of commitment or something. Basically my mind went "ok, now that you know how to do each piece, you get to program for like two months straight to finish this thing." And then I was like derrrrrrrrrrrrp let's go play BW instead! Anyway good luck, and don't let success get the best of you before you finish! | ||
obesechicken13
United States10467 Posts
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KeksX
Germany3634 Posts
I'd only recommend C++, SFML etc (and basically all the tips SarR got with a few exceptions) if you really want to program and not only make a game. See it this way: You have an idea, want to make it as soon as possible? Then you don't want to program, you want to make a game. Use something very basic, maybe even a programming kit. You will have your game after 6 months of trial and error. You have no idea, want to program? You might wanna do a little game or two just to see how this works? You obviously want to learn how to program. Learn how to program, how to design and structure code, how to go deeper (proception). Then you will make your game after 2 years of learning and 1 game of developing. And it will be not just trial and error, but actual quality. And you will have even a job opportunity if you actually managed to pull that off. I don't know anything about you, I just wanted to throw that in to keep you(and others with the same idea) from starting something and not being able to end it. I myself learend how to program first and then made games and I know how hard it is, and whenever someone visits some of the indie game dev communities they always say "Hey, I have this awesome idea but I don't know how to program and I just want to make this game but don't want to use any programming kit because thats for scrubs" ... they're just nuts about their idea, start learning stuff they don't even need and...well, I guess you get what I'm trying to say here, huh? It's really sad because sometimes they have really good ideas and I'm too lazy to do it myself so I'd love to see their games actually getting made but they all give up after 2 weeks because they think choosing the programming kit is for newbs. However, if you already know what you are doing: Good luck! Just one last hint that goes for everyone that wants to program games "from scratch": Make games, not engines! It's nothing bad to use code from others. | ||
unichan
United States4223 Posts
On September 03 2011 09:13 GigaFlop wrote: pointer: don't use gridworld Whatever you do.... I'm going to send my bugs and rocks and lizards after you for saying that! Who the hell uses gridworld to try and code a game anyways though lol | ||
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