Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 01 Sep 2011
Offline Last Active Nov 18 2014 10:55 AM

Posts I've Made

In Topic: Create enemies in 2D side-scroller

24 March 2013 - 04:12 PM

You can do a hybrid where you have set areas where you want an enemy to show up, but make the location random.  Enemy placement, imo, is a big factor when it comes to level design.  You don't want complete randomness.  This way, you can have your enemies located in a certain area based on how you build your level, but the exact location will be random to make each play through a little different.

In Topic: Beginning game developing (books, software etc.)

10 March 2013 - 10:33 AM

Sounds like you're on your way.  Sounds like the games you've made before are pretty good starters so you have the concepts down for creating a game.  Now it's about learning the tools that you want to focus your games with.  Blender and Unity are 2 very good tools.  Be sure to share your progress with us and post whatever you have for feedback.

In Topic: Beginning game developing (books, software etc.)

10 March 2013 - 09:43 AM

What kind of games did you make previously for Android and PC?  I think that will help us identify where the best place is for you to start.  If you've already made some basic games and feel comfortable with programming, then I think some of the beginner books might be too simple since a lot are geared toward people who have never programmed.  I'm trying to get back into programming and game development, but haven't done anything in years.  I looked at a few of the beginner books to try and start from scratch, but they were too basic and I needed to look elsewhere.  Ended up just working with the thousands of tutorials online, but a book is also nice to have for a quick reference and something to work on A to Z.


Cooper hit it right on the head, you need to start small.  If 3D is your goal, make a basic 3D game that's single player and short.  Don't shoot for a multi-level game.  Build something that will take 5 minutes to play.  Regardless of the length of the game, you still need to do all the components that make a successful game.  By keeping it short, you will complete your project faster, have something to share, and gather feedback on how to improve.  The last thing you want it to spend 6 months on something and find out your approach was all wrong.  Then you can expand on the game to make it larger.  Add multiplayer, more levels, improved graphics, etc.


Another thing that you'll need to work on is 3D graphics.  If you haven't had any experience with this, then I suggest finding someone who does.  It'll be easier to bring on a partner then learn to build quality 3D images and environments yourself.  So much of gaming these days is spent on the art and less on the coding, especially with quality engines like Unity and UDK.


Hope this helps.  I was in a similar boat as you and kept thinking too big and I never got started because of all the planning.  Finally looked at something smaller and it has helped.

In Topic: First Game

10 March 2013 - 09:13 AM

My thoughts have all been addressed.  I think the diagonal movement would be a good update.  The balls should be spherical so it's easier to see when you hit them.  The walls need to be changed to just block you from moving instead of killing you.  It's frustrating trying to get through an opening and die because you weren't perfectly lined up.  Haven't seen a game act like that before.  If you want, you can add obstacles in the game to "act" like death walls but make them holes or spikes, but not the outer walls that surround each room.

In Topic: Article Inspiration

05 March 2013 - 09:54 AM

A topic discussing various game engines and tools to make games on various platforms would be important.  It would be good to have a list of the more common tools used to make games with descriptions, reviews, and common usage to help new game programmers select what tools to learn for what they intend on building.