Starting my journey in game programming [need some professional opinion]

Started by
17 comments, last by Anri 10 years, 1 month ago

If you want to start with a 2D platformer. I would suggest you start with a Mario-like in mind. Jump, walk, run, die, collect... everything one step at a time

Good advice


. . . then C++/OpenGL or . . .
You would be amazed how much needs to be done to simply render a cube in C++/OpenGL or . . .


. . . directx (though windows/microsoft only)

C++/OGL IMHO. In the era of mobile games, DirectX just isn't cutting it. If you WANT to be a solely PC programmer, go ahead with DX, but your employability/range of development drops substantially.

BSc Computer Games Programming (De Montfort University) Graduate

Worked on Angry Birds Go! at Exient Ltd

Co-founder of Stormburst Studios

Advertisement

I hope this doesn't come out wrong.
Why would it be comparable to 1970's era.
What would make it so impossible that it would be comparable to a 1970's game and not 0.5% of an AAA/modern game?


When it comes to features, the cost of a feature is all-or-nothing. What does it mean to have 0.5% of an AAA game? Either you have a large, continuous world, or you do not. Either you have a powerful rendering system or you do not. Either you have a high performance engine or you do not.

Many game demos must wait until the game is nearly ready for release because it takes that long for the technology to be developed. You might be able to have 0.5% of the world's assets, but you would still need the features to be fully developed.




One developer in a few months or years CAN create a game like Cubistry. They CAN create side scrollers. They CAN create falling blocks. They CAN create a simple space shooter, or a simple platformer. You can have games like Zork and Rogue and Akalabeth (precursor to Ultima), . The end of the 1970's was the golden age of arcade games. You got not just Space Invaders and Asteroids, but also Galaxian, Flight Simulator (the basis for so many games), Adventure, Pac-Man, Missile Command, Defender, Centipede, Rally-X, Donkey Kong (Yay, Mario!), Wizardry, Galaga, Frogger, and so many more.

That level of games are fun and full featured. A single developer CAN create that type of game in a reasonably short time frame.

There is an enormous difference in features between that era and today. In games like Adventure, Wizardry, and Akalabeth, you certainly get the role playing aspect and can do quite a lot, but the games are laughable in comparison to the feature set of a modern RPG. In Rally-X you can race around a maze that somehow represents a city, where your blue car is chased by red cars; I suppose you could equate it to Need For Speed today, but the feature sets are radically different.



It is important, especially in For Beginners forum, to set realistic expectations for what an individual beginner can do. It is realistic for a beginner to make a simple RPG. The games mentioned above are such targets. It is not realistic for a beginner to make a game similar to those with a five minute forty eight second credit movie found on YouTube, even though that is what they have played and want to emulate.

I hope this doesn't come out wrong.
Why would it be comparable to 1970's era.
What would make it so impossible that it would be comparable to a 1970's game and not 0.5% of an AAA/modern game?


When it comes to features, the cost of a feature is all-or-nothing. What does it mean to have 0.5% of an AAA game? Either you have a large, continuous world, or you do not. Either you have a powerful rendering system or you do not. Either you have a high performance engine or you do not.

Many game demos must wait until the game is nearly ready for release because it takes that long for the technology to be developed. You might be able to have 0.5% of the world's assets, but you would still need the features to be fully developed.




One developer in a few months or years CAN create a game like Cubistry. They CAN create side scrollers. They CAN create falling blocks. They CAN create a simple space shooter, or a simple platformer. You can have games like Zork and Rogue and Akalabeth (precursor to Ultima), . The end of the 1970's was the golden age of arcade games. You got not just Space Invaders and Asteroids, but also Galaxian, Flight Simulator (the basis for so many games), Adventure, Pac-Man, Missile Command, Defender, Centipede, Rally-X, Donkey Kong (Yay, Mario!), Wizardry, Galaga, Frogger, and so many more.

That level of games are fun and full featured. A single developer CAN create that type of game in a reasonably short time frame.

There is an enormous difference in features between that era and today. In games like Adventure, Wizardry, and Akalabeth, you certainly get the role playing aspect and can do quite a lot, but the games are laughable in comparison to the feature set of a modern RPG. In Rally-X you can race around a maze that somehow represents a city, where your blue car is chased by red cars; I suppose you could equate it to Need For Speed today, but the feature sets are radically different.


It is important, especially in For Beginners forum, to set realistic expectations for what an individual beginner can do. It is realistic for a beginner to make a simple RPG. The games mentioned above are such targets. It is not realistic for a beginner to make a game similar to those with a five minute forty eight second credit movie found on YouTube, even though that is what they have played and want to emulate.
Certainly anyone in gamedev CAN create those games.
Take GTA V for example . . .
Wait, before i ask my other question. Are you referring to 1 beginner or 1 person (with >= 2 years of experience) when you say their game will be comparable to 1970's graphics?

UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32

--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy

One developer in a few months or years CAN create a game like Cubistry. They CAN create side scrollers. They CAN create falling blocks. They CAN create a simple space shooter, or a simple platformer. You can have games like Zork and Rogue and Akalabeth (precursor to Ultima), . The end of the 1970's was the golden age of arcade games. You got not just Space Invaders and Asteroids, but also Galaxian, Flight Simulator (the basis for so many games), Adventure, Pac-Man, Missile Command, Defender, Centipede, Rally-X, Donkey Kong (Yay, Mario!), Wizardry, Galaga, Frogger, and so many more.

That level of games are fun and full featured. A single developer CAN create that type of game in a reasonably short time frame.
...
It is important, especially in For Beginners forum, to set realistic expectations for what an individual beginner can do. It is realistic for a beginner to make a simple RPG. The games mentioned above are such targets. It is not realistic for a beginner to make a game similar to those with a five minute forty eight second credit movie found on YouTube, even though that is what they have played and want to emulate.
Certainly anyone in gamedev CAN create those games.
Take GTA V for example . . .
Wait, before i ask my other question. Are you referring to 1 beginner or 1 person (with >= 2 years of experience) when you say their game will be comparable to 1970's graphics?

A slight but potentially important misquote.


Be aware that one programmer working alone is more likely to produce a game similar to the 1970's era with simple gameplay, simple graphics, and simple logic, such as Cubistry, rather than something like a modern era RPG.

I am not talking about 1970's style graphics as in the 8-bit style. People write extremely complex games that use an older graphics style.

I am talking about 1970's complexity. Something with simple rules, straightforward logic, and small data sets.

A beginner working alone with today's tool absolutely can re-create many of the games from the late 1970's era. It will be a lot of work, it will take them some time, they will probably need to rely on modern tools and engines, but yes, an individual beginner game developer could pretty much clone any game on that list.

Thank you for fast feed back, since I use JAVA as main language in my CS studies I believe it would be rational to keep it that way, later on of course I'll go for other languages. Now, about those fancy looking 2D games, I've been drawing manga for a while now and I want to use those skills for something more than just pretty pictures. I'm fully aware how long it takes to make full game, don't get me wrong I'm not overestimating my capabilities to make hand-draw graphics or produce script for whole game, but I'm pretty sure that with some effort I can produce 1 level or 1 min of gameplay to contain some graphics, physics, AI, etc... anyway my main interest is mechanics behind screen.

Java is fine.

As for the features, ... maybe. Keep it simple, and only write what you actually need to get the job done. That's the best way for a single person to write great code.

A beginner working alone with today's tool absolutely can re-create many of the games from the late 1970's era. It will be a lot of work, it will take them some time, they will probably need to rely on modern tools and engines, but yes, an individual beginner game developer could pretty much clone any game on that list.


I am not talking about the games on the list. I'm talking about the "be aware that a programmer working alone is likely to produce a game with 1970's era with simple gameplay, graphics etc. i.e. not Muramasa" Are you referring to beginner or a single programmer with >= 2 years of experience.

UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32

--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy

Bro if I can do all this myself:

than you can do it as well. I wouldn't worry too much about this.

Something on the level of Murasama is a bit too demanding for one person to manage - especially if they doubt their ability. The programming might not kill you, but the artistic resources certainly will!

To give you an example, its taken me about fourteen years to learn multiple languages, get qualifications, master 3d/2d packages, animation and drawing and its only just now that I feel confident enough to take on projects on the level of say, Myst, Lands Of Lore, Dune 2000...at a stretch the original Buldur's gate. In other words: commerical games from the 1990s...

My advice is to focus on strengthening your knowledge of Java and skills in 2D image packages(GIMP or Artrage). I also strongly recommend putting some time aside learning software development and maths up to algebra level. Your language and maths skills you can teach yourself, but I feel its worth getting formal education in software development as you are being put to the test for completing a program that is not only complete, but also stable and maintainable. With that vital skill, games development becomes a lot clearer and manageable.

For what its worth, I too am a Java programmer working on a game that I hope to release on the Android market. It'll be on the level of Myst and Jurassic Park(Sega CD), so I feel its a reasonable goal. And thats what you should do: work towards reasonable goals.

As for C++ being faster than Java...for games like Crysis then yes, you should be using C++, but otherwise Java is perfectly fine.

Languages; C, Java. Platforms: Android, Oculus Go, ZX Spectrum, Megadrive.

Website: Mega-Gen Garage

This topic is closed to new replies.

Advertisement