The odds of my newly chosen path to be successful?

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Dan_GGG wrote:
My advice would be to start small regardless of whether you know what you want to make.

The best way to learn that I've found is by making tiny projects, and iterating rapidly on them. Being able to quickly correct your mistakes and try new things is going to be much more effective than trying to make the perfect game on your first try.

What you should ask yourself is if can you make a game that's fun with only gameplay. There's no point in spending all your time on graphics, environments, sound, writing etc if the core idea isn't fun.

A great way to try this is by making a mod for something - because you have all your assets there already.

I also recommend looking at small indie games like Minecraft for examples of simple concepts that don't need detailed graphics to be fun or engaging. Gunpoint is also a really good example of someone's first game that's not only really fun but well documented.

Good luck and don't be afraid to ask for help when you need it!


Thanks for the advice! After reading this I'm starting to realize I'm not really sure what to learn first or where to start lol
Designer of Unending Hunger and The Craving divination card.
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Thanks for the advice! After reading this I'm starting to realize I'm not really sure what to learn first or where to start lol


No problem! Making games is horrendously complicated, but learning the basics is a lot more accessible now than it ever has been.

Here's a tutorial series by the guy who designed/programmed Gunpoint. He's a good speaker, and I expect the basic principles can be applied to your tool of choice.

He also has a breakdown on Gunpoint's development and an entire blog full of useful advice and insight. I believe the special editions of the game also give you access to some of his prototypes.

A fun way to start might be to find a game you like, and take one aspect of it that you think is cool. Try and figure out how that was done, then try to replicate it.

It doesn't have to be a mechanic - if you want to be an artist, maybe try reskinning/remodelling a weapon. If you'd like to get into level design, Portal 2 has a really easy to use map editor. If you want to make a mod, Bethesda's open-world RPGs like Skyrim are often great places to start.

Or if you're into RTSes, I started out making mods for Red Alert 2 and Age of Mythology. Are there any that you play that have a modding community you could join?

However you go about it, show the thing you made to others, get feedback, and iterate on it. Being able to take criticism and use it constructively is more important than knowing how to do something in the first place, because that's how you get better.


EDIT: In fact if anyone else has game development resources, here is a good place to post them. Unity and Unreal Engine 4 have a ton of tutorials for example.
Gameplay & Level Design
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Last edited by Dan_GGG on Jun 29, 2015, 5:19:17 AM
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Dan_GGG wrote:


No problem! Making games is horrendously complicated, but learning the basics is a lot more accessible now than it ever has been.

Here's a tutorial series by the guy who designed/programmed Gunpoint. He's a good speaker, and I expect the basic principles can be applied to your tool of choice.

He also has a breakdown on Gunpoint's development and an entire blog full of useful advice and insight. I believe the special editions of the game also give you access to some of his prototypes.

A fun way to start might be to find a game you like, and take one aspect of it that you think is cool. Try and figure out how that was done, then try to replicate it.

It doesn't have to be a mechanic - if you want to be an artist, maybe try reskinning/remodelling a weapon. If you'd like to get into level design, Portal 2 has a really easy to use map editor. If you want to make a mod, Bethesda's open-world RPGs like Skyrim are often great places to start.

Or if you're into RTSes, I started out making mods for Red Alert 2 and Age of Mythology. Are there any that you play that have a modding community you could join?

However you go about it, show the thing you made to others, get feedback, and iterate on it. Being able to take criticism and use it constructively is more important than knowing how to do something in the first place, because that's how you get better.


wow, thanks for the links. I will be watching those soon! And I don't think any games I currently play have a modding community. Also, I love feedback on creative things like that which I might make (It's helped me with producing music so far) even if the feedback might not seem nice. I really appreciate the fact you are taking to time to point me in the right direction, that's like the one thing I needed most!
Designer of Unending Hunger and The Craving divination card.
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Dan_GGG wrote:
Gunpoint is also a really good example of someone's first game that's not only really fun but well documented.


I had a multi-semester class on project management where we had to make guides and documents for various aspects of our software. I found it hella fun, trying to make explanations and step-by step tutorials as simple and clear as possible, but it takes up so damn much time lol.

Also, for character modeling in Blender, I found this guy's tutorials pretty nice. Every time he uses a shortcut in Blender, he mentions which, and there's a popup that shows you the key(s).
You make my ochinchin go doki doki.

This is a great thread! I hope to see more links. :)

I agree about starting small but making it fun. 3D meshing takes a lot of patience (i don't do it anymore). The other thing is with a small project, like modding, it's easy to do it on your own and explore your own interests. A game is complex; takes a team which is fine but not for someone just starting out.

Good luck!
Censored.
Hello Sir!

If you are going Unity3D/C++ route, it would be best to use free assets from the Asset store.

Just keep making them gameplay stuff first. I am also planning this route, but I am prototyping my gameplay/mechanics using php/javascript.

GLHF to the both of us
I need more purple titles
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Ocylix wrote:
Hello Sir!

If you are going Unity3D/C++ route, it would be best to use free assets from the Asset store.

Just keep making them gameplay stuff first. I am also planning this route, but I am prototyping my gameplay/mechanics using php/javascript.

GLHF to the both of us


I never was able to figure this out but; are the free assets on the asset store royalty free also? like can I use them in a game and also not have to pay any fees if I end up making a game worth selling and sell it?

@Dan_GGG I'm taking the time now to watch those tutorials you linked me!
Designer of Unending Hunger and The Craving divination card.
Last edited by FriendlyGamerGuy on Jul 1, 2015, 12:46:57 PM
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@Dan_GGG I'm taking the time now to watch those tutorials you linked me!


Cool! Keep us posted!
Gameplay & Level Design
Need help? Contact support@grindinggear.com
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Dan_GGG wrote:
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@Dan_GGG I'm taking the time now to watch those tutorials you linked me!


Cool! Keep us posted!


Really cool of you to take the time to help put this guy on the right track. GGG Devs Win.
Don't forget to drink your milk 👌
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Dan_GGG wrote:
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@Dan_GGG I'm taking the time now to watch those tutorials you linked me!


Cool! Keep us posted!


So far I'm having fun learning to use the free version of "Game Maker Studio" from those tutorials!

I'm not sure why but I really enjoy entering code.
Designer of Unending Hunger and The Craving divination card.

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