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Making a video game is hard :(

Blogs > NerdOpinionShow
Post a Reply
NerdOpinionShow
Profile Blog Joined September 2010
United States92 Posts
Last Edited: 2011-09-03 00:06:46
September 03 2011 00:05 GMT
#1
I recently started the programming of a game I've been planning and I can say with complete honesty this is one of the hardest things I've ever done. I've never programmed a game before, but I'm really determined no to give up! If anyone's interested, I'll be sure to post updates about the game in this blog, so that everyone can see how awesome it'll be (hopefully). Has anyone else ever made a game before? And if so, any pointers to a noob like me? ^_^

EDIT: Forgot that the game is really text-heavy, sort of like Phoenix Wright or Hotel Dusk if you've played those.

***
Call me "NOS"
GigaFlop
Profile Blog Joined October 2010
United States1146 Posts
September 03 2011 00:13 GMT
#2
pointer: don't use gridworld

Whatever you do....
(╯°□°)╯︵ ┻━┻ "Shift-Q oftentimes makes a capital Q" - Day[9] || iNcontrol - Alligator from heaven = ^
HaRuHi
Profile Blog Joined November 2010
1220 Posts
September 03 2011 00:18 GMT
#3
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!
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 03 2011 00:20 GMT
#4
You making it from scratch (like programming it in java or something)?
Or are you using a game engine?

Jaedong.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 03 2011 00:21 GMT
#5
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
Jaedong.
NerdOpinionShow
Profile Blog Joined September 2010
United States92 Posts
September 03 2011 00:22 GMT
#6
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.
Call me "NOS"
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
September 03 2011 00:29 GMT
#7
I've programmed a full working Pong clone (C/OpenGL 2d), a half-assed Space Invaders clone (C/OpenGL 2d) and a quarter of a tenth of half-assed Bomberman (C++/OpenGL 3d) as graphic computing, operational systems and advanced graphic computing assignaments respectively.

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!!
"When the geyser died, a probe came out" - SirJolt
HaRuHi
Profile Blog Joined November 2010
1220 Posts
September 03 2011 00:34 GMT
#8
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
Profile Blog Joined December 2006
United States2777 Posts
September 03 2011 00:55 GMT
#9
On September 03 2011 09:34 HaRuHi wrote:
Show nested quote +
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!


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.
Undefeated TL Tecmo Super Bowl League Champion
Weson
Profile Blog Joined December 2010
Iceland1032 Posts
September 03 2011 01:34 GMT
#10
Myself is planning to make a 2D Flash game for my project in the course in im now. I've done some coding in actionscript before but this will be so much more complex then everything i've doen so far. I feel your pain and it must be 10x harder to make a game in C++ then it is to do it with actionscript 3.

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.
"!@€#" - as some guy said
mmp
Profile Blog Joined April 2009
United States2130 Posts
September 03 2011 02:11 GMT
#11
If you run into any programming difficulties, I would hit up the Big Programming Thread. There are a lot of diverse & skilled people who can give you feedback on the technical aspects.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Phyre
Profile Blog Joined December 2006
United States1288 Posts
September 03 2011 02:35 GMT
#12
I'm making my own game at the moment too (C#/XNA here). Good luck, definitely keep posting your progress!
"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
Last Edited: 2011-09-03 03:24:16
September 03 2011 03:20 GMT
#13
I made a bunch of smaller games, ranging from like puzzle games to tetris to mario clones, and then a sort of basic rpg game thingy (was more of a way to study certain things, actually making it somewhat close to playable/finished would require to much time).
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
Profile Joined June 2011
476 Posts
September 03 2011 05:41 GMT
#14
Ive never programmed a game before(not in windows anyway) how ever I once made a screen saver using sprites salvaged from old games like Doom and Hexen. I made them all fight with each other onscreen and gave them different moves and abilities ans such. From that experience I offer the following advice:-

  • Learn all you can about image processing like alpha blending and transparency. Learn how they work. You will need to know how to use these things to achieve aesthetically pleasing looks and effects.

  • Learn the BMP image format if you are developing on windows especially if you plan on interacting with the windows GDI. I cant speak as to the importance of this if you are developing on say a MAC but on windows, learning about how bitmaps work can go a long way. Know that the BMPs and DIBs are similar but serve different purposes. This can fuck with you if you arent aware of the difference.

  • This is windows specific advice, so if you are not targeting windows then it doesn't apply. Learn the Windows GDI API even if you are not using it as the base of your rendering engine. The reason I suggest this is because its much simpler than DirectX and will most certainly help you to understand basic image processing concepts. If you already have a firm grasp on such concepts then you can ignore this.

  • When developing your engine, ALWAYS try to imagine how it would work under ridiculously stressful conditions and test this when you can. For example, your game may not require animating say more than 10 things at once at any one point, but you should still test your engine's scalability by having it animate 100 elements at once. Always try to get the best performance you can under these ridiculous conditions. It helps you to much better understand the best ways to tweak your code for high performance but mostly it would help you identify performance issues that may not arise under normal conditions. Remember this is an engine that you may use in the future in other projects either in part or wholly and you may very well want it to animate more than 10 elements in the future.

  • Never give up. There are going to be times where you cant figure out how to achieve a particular effect or you may have trouble getting some piece of critical code to work right. This will happen a lot especially if you are delving into concepts for the first time. It will make you want to pull your hair out and while the internet is immensely helpful, sadly there are certainly going to be instances where you cannot find an answer on the net. In this case you must rely on your own logic and figure out your own way of doing it. As a personal example, my screen saver’s engine needed a component for movement and I had to fight tooth and nail for about 2 weeks learning basic geometry and while working out my own way of applying it to movement. I had to figure out on my own how to account for speed and I needed a way to represent angles using only X,Y/Rise,Run values, that means no radians. It was one of the most frustrating experiences ive had in programming but I never gave up because I know that I will always solve any problems that come my way. This leads me to my next piece of advice and the most important piece of advice.

  • You are a GOD. What do I mean by this ? If you ask me if I can write software to guide a missile up the asshole of a mouse, id tell you “yes!”, there is nothing I can’t do. Of course I don’t have the knowledge necessary to do this but I know for a fact that if I invest time into it, I will find a way. Ive been programming since I was 12 and while im not a true expert since I don’t know 20 languages or have an in-depth understanding of complex ideas like BSP trees, hash tables, checksum/CRC mathematics and other shit like that, there has never been an instance where I wanted to do something and couldn’t figure out a way. It wasn’t always clean but I’ve always found ways to solve my problems. Not once can I recall ever abandoning an idea because I couldn’t find a way to implement it in code. I cannot fucking stress how important this attitude is to a programmer. You must always believe even if you have to fool yourself that there is nothing you can’t solve. If you are a quitter then I have some harsh advice for you: go learn to bake or something. Programming is not something you want to undertake if you are not tenacious. You have to be like a fuckin pitbull. You gotta keep at like your life depended on it.

Hopes this helps you in some way. GLHF
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
September 03 2011 07:43 GMT
#15
I wanted to make a game a couple times. I would research the programming language / game engine of choice for about two weeks and write up little test programs. These test programs would cover basically one task that the game needed to handle. For example, one program would be "move character around." Another would be "make character shoot." Another would be "make bullet affect target." Etc.

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!
Please PM me with any songs you like that you think I haven't heard before!
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
September 03 2011 07:50 GMT
#16
I was thinking of programming stuff. But it's a lot of work. Text based shouldn't be too bad. By all means update us.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2011-09-03 11:51:34
September 03 2011 11:41 GMT
#17
If you just want to program a game use XNA or something like that,
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
Profile Blog Joined March 2011
United States4223 Posts
September 03 2011 13:26 GMT
#18
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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