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/agdg/ - Amateur Game Development General

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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1440861488783.jpg (50.12 KB, 720x405, 16:9, stealindis.jpg)

dec882 No.21369

I'm sorry if there have been a million threads just like this, but it must be done.

I'm a 21 year old with no experience in game development. I'm depressed and I feel like one of the only things that might get me feeling somewhat good about myself is to start building the open world action-y 3D parkour platformer I've been wanting to make for so long.

But where do I even start? It seems like such a long confusing road to get anywhere. There's about a million and one programming languages out there which is also daunting.

If it makes any difference, I have nothing but time on my hands. 24/7.

3f8512 No.21371

Well i would say before you even touch a game engine or learn to program, you need to understand your idea. make a functional design document: http://www.gamasutra.com/view/feature/131818/the_anatomy_of_a_design_document_.php Once you get that done, work on learning how to make it.


63b22a No.21373

>>21371

>gamasutra

How disgusting.

But anyways, this anon is right, you should learn programming first. But when you get to making games, you should try to recreate simpler games like Asteroids, PacMan etc. just to get a feel of how it is to make games.


3f8512 No.21374

>>21373

i know, i know, its blasphemous. but its the original source for design documents.


be9a2b No.21375

For 3d stuff my recommendation is Unity and Blender. Both are free, they function well together, and the sheer plethora of tutorials available for them are enough to bring you to a level where you should be confident in your own skills.

Start small, start simple. Don't expect to make your dream game right away. and Don't expect what you make to be amazing to anyone but yourself right away.

I have learned that planning is very important for Game Development.

I would recommend, while you are learning how to program and model and shit, write up a design document. It helps immensely with keeping motivated. A good design document is like a big checklist of shit to complete, you will never be lost on what to do next. Not that it should be a super strict plan. If in the moment something doesnt feel right about the way something looks or feels, change it. Always do what is best for the game.

I usually start with 2 pages of random notes of things i want in the game, how i want it to feel, to look, etc etc. Then i break those notes down into pages for things like Story, Game mechanics, Visuals, Sound, controls, etc etc.Then i build on each page. Eventually you get a fairly strong blueprint for your game.

Everything is doable. 100% on your own if you are willing to be patient and take the time to learn and plan. Work hard. Focus.

There are a few pitfalls i would recommend watching out for.

>Scale

The size of your game. It is very difficult to grasp how much content you are actually producing, or how much you need to produce to get your vision across. And it is something that tends to snowball out of control. This is why planning is very important. You waste less time writing down ideas than modeling, texturing, and programming up a feature/enemy/anything for your game. I've struggled with Scale in the past where a 3 month project ballooned into a 1 year project, only to have the idea flop into something that wasn't what i originally envisioned it to be.

>Motivation

It comes and goes. I dont know if it is just me, but some days I cant bring myself to even look at what I am working on. And other days I'll work for 16 hours straight on it. It may just be a matter of needing to step back and clear my head, which is something i picked up in Art School in regards to painting. Or i might lack discipline. There will be times you feel like you should be working on your game, but you just cant.

>3d Camera Movement

it is a fucking frustrating experience if you are like me and hate the idea of any amount of the camera clipping through terrain, even for a fraction of a second.


06d365 No.21376

>>21369

Make a small game that uses everything you want in your game.

Make a small 3D platformer game.

Make a small action-y game.

Make a small parkour game yes you can do 2d parkour

Make a small open world game focus on memory management

Try to learn something from each game. Then, combine them like voltron.




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