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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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Spencer Burd

Beginner Programmer, understands C++ but doesn't know where to start.

6 posts in this topic

I only need a basic walkthrough of how i should go about making a 2D platformer. I would rather go to hell then try and make my first game as 3D. I am not looking to publish. I just want to know i can do it. I just need someone to give me a vague(sort of) (i'll figure out how to) tutorial. Example:

 

1. Get idea

2. write code

3. implement files

4. music

5. images

6. bugs

7. beta

8.finished

 

Preferably going more in depth during 2-5

 

Grazie,

Spencer

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This happened to me aswell! It is a bit frustrating to finish learning C++ and to not no where to go next.

 

If you are into game development, you need to get into graphic programming. SFML is easy and helpful, it will teach let you create windows, manage sprites, movements, audio, networking..... It's increadibly broad and you can use it with C++ and your compiler. You would have to implement physics on your own though, unless you would want to use a simple game engine such as BOX2D, but definitely get into SFML:

 

http://sfml-dev.org

 

And look up CodingMadeEasy on youtube. He has some good tutorials on iy

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I believe that the most important thing to do in order to get started on designing a game of any sort is to write out a complete game design document.  Something that explains the mechanics, story boards (if applicable), level progression, character progressions and general flow of events.  This in itself will then give you the questions to ask and provide a guideline of the solutions you will require to achieve your goal.  Your game design document should be fairly large (spanning at least a few pages even for the simplest of ideas.)  You want to focus on defining what the game is completely, imagine that your game design document is being given to someone that know's what a video game is but has never played a platformer, side scroller or 2.5D game.

 

The key notes you want to address in the game design document are "what platform am I targeting " "what is the game about?" "how does one play the game?" "how does the game start?" "what can the player do?" "what does the player do throughout the middle of the game?"  "how does the game end?"  "why does the character do what he does in the game?" "how do controls work?".  Expand on these with as much detail as possible.  The point behind all of this is that it will start letting you address individual aspects of the design in such a way that you kind of set up a road map all on your own as it relates to you'r project.

 

Some examples, "What platform am I targeting?" this in itself now gives you the question of "What engine or libraries do I use?  What hardware API is available (Direct X or Open GL) and what should I learn next?"  "How does one play the game?" Will get you to start thinking about how to build your framework to support aspects of your game.  In the idea of a 2.5D sidescroller / platformer you already know that you will be looking at basic collision, basic dual axis (2d) movement systems, running and jumping support.  If it turns out that there will be some beat em' up aspects of the game you know you will need to add in support for combat / attack animations, health, strength and defenses and so on.  As you continue down this road you will start getting to more and more specific questions, questions that later can be answered using a Technical Design Document.  As you go through the process of writing a technical design document you will further narrow down exactly what it is you need and what order you will work on these things for.

 

In short there is no standard work flow or road map to game development, each game requires it's own unique technologies and functionality.  Granted most games follow a similar path where you start at the bottom building framework that could support the methods and properties you would need to get the game up and running but how you get those going and where you put them is very dependent on what you are doing.  Your game design document and technical design document turn in to your guide on where to go.

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