What do Coders need to know?

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13 comments, last by Got_Rhythm 11 years, 1 month ago

I'm going to recommend a book for you. http://www.amazon.com/Business-Legal-Primer-Game-Development/dp/1584504927

I learned quite a bit from reading this book, and it also gives you some realistic expectations on the gaming biz. It even has a few articles from veteran devs like Ralph Baer talking about things they wish they would have known ahead of time. If you don't have the cash for lawyer off hand, this book can save you a bit of trouble (depending on how far you want to go).

Tbh, I don't remember the book being so pricey. I got it for about $50 USD (IIRC).

Also, are you a programmer of any sort?

Shogun.

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Wow that book is crazy expensive, but yes I will need something like that soon, thank you.

Shogun, I am not a programmer at all, I am teaching myself all the relevant game development skills as I go (my only pre-existing skill was writing).

However so far in 4 months I have managed to teach myself enough art and design to create everything you can see on my website (just updated the Towns and Cities mock-up art to reflect the eventual tile structure). And I taught myself enough HTML to set up and code the website from scratch, no 'helper' software involved.

So my current internal debate is whether to teach myself enough about coding to create a prototype, or ask someone to do it for me. I would love to learn to do it myself, but I already have rather a lot on my plate around my silly full-time job and doing the writing/structure/artwork for the game. At the very least I would like to learn enough about programming so that I can be a good project manager and leader and communicate properly with programmers- hence the reason for my original post.

In that case your next step is to build a game design document (GDD).

It describes the game in full detail. You should be able to hand the GDD to any reasonably intelligent stranger, ask them to read it, then ask them to act out or describe exactly how they would play a section of the game. It doesn't need every detail, but it should be detailed enough that a lay person could understand exactly how every system interacts and is presented to the user.

So my current internal debate is whether to teach myself enough about coding to create a prototype, or ask someone to do it for me. I would love to learn to do it myself, but I already have rather a lot on my plate around my silly full-time job and doing the writing/structure/artwork for the game. At the very least I would like to learn enough about programming so that I can be a good project manager and leader and communicate properly with programmers- hence the reason for my original post.

Prototypes can be useful without modeling the whole game. For instance, to iterate on battle mechanics it might be sufficient to have a prototype that just models a single battle with one screen, fixed enemies, no AI, you play both the character and the enemy actions, etc.

Again, check out RPG Maker (or equivalent) and just start messing around in it. I haven't used it myself but reportedly it is very friendly to beginners.

Just a spreadsheet program can be enough for some things, like modeling the damage output of a character with given abilities/equipment and the probability of winning against a certain type of enemy.
Thank you very much everyone, I have a lot of good direction now.

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