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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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phil67rpg

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To be specific, if you want to complete a game you need to pick [i]one[/i] game to make, pick [i]one[/i] language, and pick [i]one[/i] library and then stick with those choices until the game is really finished. You will make mistakes, and you will run into difficulties -- but you [i]can[/i] fix your mistakes and you [i]can[/i] learn to overcome your difficulties if you stick with it and work hard.


In your position I would "give and up try something else" [i]one last time[/i] -- don't spend too much time on the decision, but re-examine your options and choose a programming language and library to work with. Pick a game to make -- I think Pong is probably the best choice though. Then stick with the language and library that you choose until your game is completely done.

Given your experiences from previous attempts good choices might be C# with XNA, or C++ with SDL, but anything you feel comfortable to use will be fine. I would suggest spending some time practising the programming language first and then work through some basic tutorials on your chosen library -- [i]then[/i] attempting your game again.




Alternatively, if programming really isn't your thing you can still create games using tools such as [url="https://www.scirra.com/"]Construct 2[/url], [url="http://www.yoyogames.com/gamemaker/studio"]Game Maker[/url], or [url="http://clicktobegin.net/tools/how-to-make-games-without-programming/"]others[/url]. These tools allow you to assemble games using point & click interfaces, sometimes with a bit of scripting in highly simplified languages, and if used properly can actually make much better games than a lot of people give them credit for -- there have even been commercially successful indie titles made with these types of packages.

Another option to allow you to participate in the creation of games without programming would be to learn about another discipline such as creating art or sound assets.

Remember though that using "game maker" packages or creating assets [i]also[/i] requires you to stick with things if you want to be successful.


Whatever you do, if you continue moving from project to project, library to library and from language to language every time things get difficult you won't make progress.


I hope that's helpful and I wish you good luck! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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I'm going to make another suggestion here; either approach may be valid for you.

Your pattern seems to be that you begin something, hit a roadblock, can't get beyond it, then give up and try something else. Rinse and repeat.

Unfortunately those roadblocks seem to happen quite early and with quite findamental things, but yet you obviously want to do this kind of programming.

So my suggestion is that - instead of starting from scratch - why not take an existing open source game engine - one of the Quakes perhaps - and bash at it for a while?

You won't be dealing with the best, cleanest or most nicely written code in the world, but you will be dealing with code that works. With code that has already solved the problems you seem to get stuck on. There's no need to get too ambitious at an early stage, just trace through it, learn how things are structured, get a feel for what's done where, and remember that it's often going to be nasty gnarly code, so maybe try to rewrite some of it to be nicer, with the safety net of always being able to roll back if you mess up. Build up some experience that way and it might help you with some of the things you get stuck on in your own work.
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