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Please help me get past the tool stage

4 posts in this topic

I have ideas.  I know what I want to make.


I'm simply overwhelmed by how many languages, frameworks, libraries, toolkits, design patterns, game makers, platforms, etc. and so on.


When I do a business app, I know what to do.  I can pick a language and technology stack.  I can do more than one, doesn't matter to me.  But, the game design field is foreign to me, and I'm afraid that if I start wrong that I'm stuck with that "product" or whatever forever.


Example, just and example, say I chose BlitzBasic, Stencyl, or a Java library.  Am I stuck forever?  Once I get entrenched, am I done?  Language is actually the least important thing.  I can do any of those, pick them up in a day or two.  Heck, they're all the same.


But when you use someone's library or game maker (sometime their special scripting language), I'm stuck.


What do you think?  I'm tired of trying to pick out the "best."  Any of you ever switch around?


(and no, I'm not going to roll my own 3d engine with C/C++ :).)







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Switching libraries is quite common as you have to work with an api to find out if it fits your needs or not.  Once you realize it doesn't then you have to move on.  



I'm going to layout two of the best paths I know of.  The first one is the more popular easier path the second is a bit harder however most who successfully hike that path say it's more rewarding.  Since you were kind of vague in describing your skill level I will pretend you are a complete beginner.


Path 1.  C# and Unity


Unity is a 2d/3d game engine.  C# is one of the languages you can script that engine with.  There is a free version of unity to get your feet wet.

Here is a pretty good book on programing c# and Unity.  This book is for beginning programming.  




Use either MonoDevelop or Visual studio for IDE.


Path 2. C++ and one of the following apis.

2D SFML 2.1 http://www.amazon.com/SFML-Game-Development-Jan-Haller/dp/1849696845/ref=sr_1_1?s=books&ie=UTF8&qid=1393792361&sr=1-1&keywords=sfml

Ogre3D http://www.amazon.com/OGRE-1-7-Application-Development-Cookbook/dp/1849514569/ref=sr_1_2?ie=UTF8&qid=1393792307&sr=8-2&keywords=ogre3d

irrlicht http://www.amazon.com/Irrlicht-Realtime-Engine-Beginners-Guide/dp/1849513988/ref=sr_1_4?ie=UTF8&qid=1393792323&sr=8-4&keywords=irrlicht


I would suggest VS or QtCreator for IDE.


In both paths  I would suggest Blender(3d modeling and animation) and gimp(texture editing)  since they are both free and open source.  However substituting them for a paid product like Photoshop is common.

Edited by EddieV223

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you should probably use the same approach for games as for apps:


1. determine your target user.

2. determine what platform(s) that target user has.

3. determine what tools available for that platform and the type of app you want to make (a particular type of game) are likely to make you the most productive.

4. start with those.

5. adjust as necessary.


In these respects, the platform and tool selection process for building apps and games is very similar.


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