Questions for experienced game developers regarding learning

Basically, I'm trying to learn everything I need to know (from knowing almost nothing) to both create 3D models/game assets in Blender and the code/put it together in Unity.

I've been learning some basics of both (with some struggling) but the problem I'm having mainly is that I have no structure to how/what/when I learn.

Some general information that would help me greatly would be:

- What are all the things I actually need to know to create the top-down ARPG that is the vision in my mind with Blender and Unity?
- What is the best order to learn those things in?
- What is a good or expected amount of things to try to learn in 1 day (or 8-10 hours)?
- Are there any places on the web dedicated to teaching beginners about using Blender and/or Unity specifically for the creation of a top-down ARPG?

Also, a checklist I can use for things I need to learn would be awesome as well.

Thanks for any assistance.
Designer of Unending Hunger and The Craving divination card.
Basically you don't have chance. Creating 3D ARPG is work for team of ppl for several years.

Maybe if you limit yourself to 2D world and primitive graphics, then maybe.

Trying to complete something more simple for start may as well help - e.g. another tetris/sokoban clone. At least you get an idea what it takes to complete something small.
MY CHALLENGES ARE DONE ON HC, IT'S NOT SC GUYS!
Last edited by Filousov on Sep 3, 2015, 5:39:33 AM
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Filousov wrote:
Basically you don't have chance. Creating 3D ARPG is work for team of ppl for several years.

Maybe if you limit yourself to 2D world and primitive graphics, then maybe.

Trying to complete something more simple for start may as well help - e.g. another tetris/sokoban clone. At least you get an idea what it takes to complete something small.


This doesn't answer any of my questions and is instead filled with false assumptions such as "Basically you don't have chance" or discouragement.

Also, are you an experienced game developer?
Designer of Unending Hunger and The Craving divination card.
Even if he is not, he has his basic facts right.

You really need to work with a team to have any understanding of how modern games are devloped. It's just far to much work and code for one man.
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MoonfireArt wrote:
Even if he is not, he has his basic facts right.

You really need to work with a team to have any understanding of how modern games are devloped. It's just far to much work and code for one man.


You just did the exact same thing the other guy did.

I understand it will take time.

I don't care, nor will I let that stop me from doing what I want to do.

I also don't understand how either of you could know how long it takes to make a game if neither of you have experience with making one.
Designer of Unending Hunger and The Craving divination card.
You asked for an experienced developer to answer your question. I did. It wasn't what you wanted to hear, so you assume I have no experience.

yeah, not giving you any more advice. You won't listen anyway.
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MoonfireArt wrote:
You asked for an experienced developer to answer your question. I did. It wasn't what you wanted to hear, so you assume I have no experience.

yeah, not giving you any more advice. You won't listen anyway.


I am 100% positive you answered none of my questions. Did you even read my post?
Designer of Unending Hunger and The Craving divination card.
https://www.youtube.com/results?search_query=how+to+create+a+game+with+unity

Having tried to create a game with Epics Unreal engine myself, i can tell you there will be wall after wall. Whenever you get stuck, use google.

But more depressingly, i think you should be aware of the vast amount of assets needed to create a game. Spending thousands of hours in blender creating assets is not my idea of 'making a game'. Iv spent many hours searching the web for free game assets and only come up with disjointed shit in a variety of different formats. Of the things i found i think http://www.makehuman.org/ was among the best tools that may be of help to you. But still, the problem of assets remain and is insurmountable. The reason i gave up.

Iv programmed several games without a 3d engine, and i must say they are infinitely easier. There is just sooo much to learn in a 3d engine.

I would recommend you start with java and just make all your game elements represented by 2d images which you manipulate on top of a larger image(map). Get the game to not crash. And get your core game mechanics like skills and combat balanced.

If you cant do that, then there is really no hope of tackling a 3d engine.
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
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Basically, I'm trying to learn everything I need to know (from knowing almost nothing) to both create 3D models/game assets in Blender and the code/put it together in Unity.
Be aware that both of these (and several of the other necessary skills) are things that people can spend their whole lives mastering. It is certainly possible to learn some of both, but this will necessarily reduce the focus you put into each.

That said, games can be and are made by one-man teams, even today.

The best advice I can give is to start small. Even if a big ARPG is your goal, don't start writing code or making models for that immediately. Start with tutorials that help you build a small functional thing to learn the technologies you want to use, or experiment with those you're unsure of. Then come up with the smallest design you can that covers a portion of what you want to be able to do, and make that - follow a small project through to completion. This isn't wasted time because it wasn't on your ultimate goal project - both code and assets are reusable, and the experience gained is invaluable.

The sample project I sent in with my CV to get this job was a small 2d puzzle game with 10 levels, and fewer mechanics than that. It had no sounds, the player avatar was a shiny ball sprite so I didn't have to animate it when it moved, and it had no menu, settings, or anything displayed other than the levels of the game and I think a game over screen. The fact I'd picked something I could actually complete in the time I had (a few months, while working part time at two jobs), was in my favour, and that still involved enough programming that it provided a decent overview of my skills (including where they were lacking).

Work your way up by developing projects that are a bit bigger than the last, or expand the previous one, rather than jumping in the deep end and trying to make a perfect ARPG right off the bat. The earliest version of PoE (well before my time) was multiplayer asteroids. And even that's not something you should try as your first project (I'd recommend avoiding networking until you've got some more of the general knowledge under your belt).

Good luck.
Last edited by Mark_GGG on Sep 4, 2015, 12:22:20 AM
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Mark_GGG wrote:
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Basically, I'm trying to learn everything I need to know (from knowing almost nothing) to both create 3D models/game assets in Blender and the code/put it together in Unity.
Be aware that both of these (and several of the other necessary skills) are things that people can spend their whole lives mastering. It is certainly possible to learn some of both, but this will necessarily reduce the focus you put into each.

That said, games can be and are made by one-man teams, even today.

The best advice I can give is to start small. Even if a big ARPG is your goal, don't start writing code or making models for that immediately. Start with tutorials that help you build a small functional thing to learn the technologies you want to use, or experiment with those you're unsure of. Then come up with the smallest design you can that covers a portion of what you want to be able to do, and make that - follow a small project through to completion. This isn't wasted time because it wasn't on your ultimate goal project - both code and assets are reusable, and the experience gained is invaluable.

The sample project I sent in with my CV to get this job was a small 2d puzzle game with 10 levels, and fewer mechanics than that. It had no sounds, the player avatar was a shiny ball sprite so I didn't have to animate it when it moved, and it had no menu, settings, or anything displayed other than the levels of the game and I think a game over screen. The fact I'd picked something I could actually complete in the time I had (a few months, while working part time at two jobs), was in my favour, and that still involved enough programming that it provided a decent overview of my skills (including where they were lacking).

Work your way up by developing projects that are a bit bigger than the last, or expand the previous one, rather than jumping in the deep end and trying to make a perfect ARPG right off the bat. The earliest version of PoE (well before my time) was multiplayer asteroids. And even that's not something you should try as your first project (I'd recommend avoiding networking until you've got some more of the general knowledge under your belt).

Good luck.


Thanks Mark, gonna use your post as a reference. Honestly, I seen multiple people say not to start off with 3D or networking, and while I'll wait a bit for the networking part, I feel like there's enough differences in coding and modeling from 2D to 3D (from my current knowledge) that I'm just gonna stick with 3D.

Thanks again for the post, it's practically pure gold to me at this point. I have made a tiny bit of progress since the OP too since having found a nice chunk of decent Blender tutorials.
Designer of Unending Hunger and The Craving divination card.

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