• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
makronika

Games Development Beginnner

6 posts in this topic

Hello. I am interested in games development, though I do not know how to start. Can  someone tell me from their experiences, what they did, which Programming Language they used ?

 

I know Python is easy, to understand the foundation of programming, though I was wondering if there is a language that companies use, in order to develop games. I want mainly be a programmer, I have IT experience, though in Hardware side.

 

 

thanks :)

0

Share this post


Link to post
Share on other sites

Getting started in game development is design and most specifically the design document.  The first step you will undergo with any project is to write a complex document that defines all the aspects and functionality of your game, presents the story line and forms a guidelines of what to do for the game as you go.  The programming language choice a lot of times will vary based on what engine you are trying to use and what language that engine supports / allows at the license level that you intend to use it at.  That is to say that if you where to choose Unity you would be limited to C#, Javascript or Boo for the standard free license (which you can add additional platforms on relatively inexpensively).  If you choose UDK you will be stuck with Unreal Script unless you dump hundreds of thousands into the source code license.

 

Many people will say that you can always focus on C++ as the majority of engines are written in C++ and you just get the source code license of the engine, use C++ and your good to go.  While this might be mostly true the simple fact is many of us independent game developers simply can't afford the source code licenses of engines that we might want to use.  These decisions can be made once your design document is done, you can compare what your trying to do to what various engines (and their different licenses) allow.  Then you will have an idea of what programming languages you will be able to use to code your logic around that engine.

 

There are many free frameworks that are written in C++ that you can build your own in house engine around or you could always write your own engine (in which case I suggest nothing but C++).  However if your goal is to make a game (maybe even to sell it) you don't really want to waste your productivity on reinventing the wheel so to speak.  There are free licenses to engines that are already powerful enough to handle the majority of independent game titles already, doing all of that work yourself will consume years of time and greatly diminish your interests and motivation in completing the actual game (many times this causes the team's and their projects to fall apart and give up).

 

With all that mentioned please check out two of my journal articles for a little more information on both of these particular topics.  The "Who Needs a design document" will explain in a bit more detail why that design document is so important and is the starting point for actual project development (which can also be a starting point for you learning the art of game development.)  The second article "The Programming Primer" is a large detailed overview of what it means to program, some general terms to get started with and tries to make a connection that you as a beginner can use to start understanding that the language doesn't necessarily matter it's more so the art of solving problems.  It's quite a bit of reading but might just help you get your bearings and get started with a bit of an idea what you are getting in to and how to go about it.

 

http://www.gamedev.net/blog/1003/entry-2250945-who-needs-a-design-document-anyways/

http://www.gamedev.net/blog/1003/entry-2256027-the-programming-primer/

0

Share this post


Link to post
Share on other sites

I am writing a Arcade Shooter Clone in Java. Java has a wonderful built in library for making games. It is extremely satisfying to program as a language and makes me very productive as a hobbyist game programmer.

0

Share this post


Link to post
Share on other sites

Getting started in game development is design and most specifically the design document.

Game development != game design. smile.png 
(Game design is a field within game development, but game development contains a dozen or more fields, most of which can be broken down further)

Not everyone wanting to be a 'game developer' wants to be the designer.
The OP specifically mentioned programming languages, saying "I want mainly be a programmer".

2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0