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[repost from my DW from January 2023]
- Matt Hackett. How to Make a Video Game All by Yourself: 10 Steps, Just You and a Computer. Where to buy (available in various ebook/deadtree formats). I love this and strongly recommend it if you fall in the specific audience of people who would like to play with indie (one-person, more or less) video game design/production. This is not aimed at the AAA crowd! And it's up-front about that.
This walks you through the high-level work of production, from ideation to picking a game engine (its audience includes people who don't know a lick of code) to, e.g., avoiding scope creep so you actually complete the sucker, even if you choose not to release it publicly. This is not about coding and it won't teach you about ray-tracing or FMOD/WWISE or pathfinding AI or whatever the hell. Literally the high-level stuff like "how do I pick the idea that's right for me" and "how do I keep this manageable" and "must/should/could" triage for features.
The most useful insight for my purposes was to pick a game engine that feels good to you, because that will keep you motivated when it's just you doing this! Literally I had stalled out in previous attempts to do video-games-with-graphics because I'd tried Unity, disliked it intensely, and just stopped dead. Unity is very powerful, but I am deeply mediocre at coding (hence switching out of a CS major to math) and it's overkill for anything I'd realistically be able to complete. On the other hand, I fell in love with GameMaker Studio 2 when I followed this tutorial that walks you through making a simple Asteroids clone and followed that up by adding simple sound effects. (I also want to add a simple looping soundtrack but, y'know, one thing at a time.)
So I want to proceed with a tiny coding exercise to imitate the Sorcery! videogame combat system, but very very stripped down, because I think that's achievable over a couple weekends if I put my mind to it. But for a project after that, I am looking at Ace of Aces as an inspiration and thinking of coding a turn-based starfighter dogfight. This is actually something I've wanted to do for a while, just, I had NO clue how to handle graphics etc. So, we'll see?? And honestly what I have in mind would probably work just as well as a card game or a paper prototype (in fact, mechanically that's where I'd start, is with the paper prototype). But that's something I'm still thinking about.
(Yes, I have Biggles on the brain.)
- Matt Hackett. How to Make a Video Game All by Yourself: 10 Steps, Just You and a Computer. Where to buy (available in various ebook/deadtree formats). I love this and strongly recommend it if you fall in the specific audience of people who would like to play with indie (one-person, more or less) video game design/production. This is not aimed at the AAA crowd! And it's up-front about that.
This walks you through the high-level work of production, from ideation to picking a game engine (its audience includes people who don't know a lick of code) to, e.g., avoiding scope creep so you actually complete the sucker, even if you choose not to release it publicly. This is not about coding and it won't teach you about ray-tracing or FMOD/WWISE or pathfinding AI or whatever the hell. Literally the high-level stuff like "how do I pick the idea that's right for me" and "how do I keep this manageable" and "must/should/could" triage for features.
The most useful insight for my purposes was to pick a game engine that feels good to you, because that will keep you motivated when it's just you doing this! Literally I had stalled out in previous attempts to do video-games-with-graphics because I'd tried Unity, disliked it intensely, and just stopped dead. Unity is very powerful, but I am deeply mediocre at coding (hence switching out of a CS major to math) and it's overkill for anything I'd realistically be able to complete. On the other hand, I fell in love with GameMaker Studio 2 when I followed this tutorial that walks you through making a simple Asteroids clone and followed that up by adding simple sound effects. (I also want to add a simple looping soundtrack but, y'know, one thing at a time.)
So I want to proceed with a tiny coding exercise to imitate the Sorcery! videogame combat system, but very very stripped down, because I think that's achievable over a couple weekends if I put my mind to it. But for a project after that, I am looking at Ace of Aces as an inspiration and thinking of coding a turn-based starfighter dogfight. This is actually something I've wanted to do for a while, just, I had NO clue how to handle graphics etc. So, we'll see?? And honestly what I have in mind would probably work just as well as a card game or a paper prototype (in fact, mechanically that's where I'd start, is with the paper prototype). But that's something I'm still thinking about.
(Yes, I have Biggles on the brain.)