The exact same thing happens to me. Usually what I do is I think of a game that I could create. About two nights ago, I thought it would be fun to do an Asteroids-type game. After some more thinking, I came up with a WWI or WWII era game (I'm not sure which yet) where you fly the plane horizontally across the screen, and you shoot down other planes. Once I accomplish this, I'm thinking of adding bombs, ground targets, flak, and AAA (I'll probably make it WWII, because WWI fighters were limited to just picking up a bomb and throwing it out the window). If I finish that, I'll probably add somewhat-realistic physics.
"We try to solve the problem by rushing through the design process so that enough time is left at the end of the project to uncover the errors that were made because we rushed through the design process." - Glenford Myers
So, first of all, flesh out your idea, like I did above. Think about the game, stuff you can do in it, features to add. Try to remember things that you will and will not be able to implement.
Then design the smaller details of it. This includes those features you wouldn't mention on the back of a box of your game, but are important nonetheless (i.e., collision detection). Write all this stuff down.
Now start getting to the code. Design the subsystems, and modules, what each will do, what members they will have, how they will relate with other modules. This part is important because you don't want to make a design flaw here. Try and program the whole game at the abstract level.
Once you have done this, go even lower and start designing routines, functions, and individual variables. Make sure your design is good. Make sure there are no flaws, and that you are capable of everything.
Then you could probably start writing pseudocode or PDL (pre-commenting), which I've found to be a great help, because you become attached to code and hate deleting it, but you don't have a problem with deleting PDL. If you don't pre-comment, you might find yourself working on a function a lot longer than you thought because you didn't think very low-level.
Or, you could just read Code Complete.
[edited by - tuxx on July 8, 2003 11:28:40 AM]
[edited by - tuxx on July 8, 2003 11:30:05 AM]
[edited by - tuxx on July 8, 2003 11:31:10 AM]
Motivation...
quote:Original post by Blechx
Reading this forum always gets me in the mood for programming something of my own. Ive been programming on small uncompleted games for some time but ive never managed to finish one really. I have basic knowledge in C/C++ and i know i could make a simple game, i even have a game idea i know will work. Im planning on programming something for the GBA platform and I have been reading tutorials and have basic understanding in how the platform works. I have idea, graphics, and all that stuff.My probelm is that i never get started.
Is anyone else experiencing the same thing or have anyone got any tips on how to really get started in the best way?
Thank you
The first stages of game development are always a little bland as you are not really seeing anything tangible yet. Don't get into the state of mind that you have to do a minimum amount of time daily in order to consider yourself developing a game! As long as you are progressing, the game is in production.
The way that I design my solo projects is by developing a game that I want to play and I know is not available for download, nor in the shops .
Don't be disheartened. Keep up the good work. At least you know where to start!
Beginners and experts will find answers here.
[edited by - mathematix on July 8, 2003 11:46:09 AM]
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement