- Home /
Starting Out in Game Development
I'm using Unity with a hands-on approach to learn programming, basically because it's easier to use and I'm sick of all of these game ideas bubbling around in the back of my brain. I've done a lot of researching, and looked all over the forums, and I think I have a pretty good base on how the game engine and interface works, and how to use it to put a game together.
I have basic understanding of how programming languages work, and basic understanding of Python and Java syntax works. (for that matter, learning a languages' nuances doesn't seem to be that big of a deal using Unity, at least as far as scripting goes) What I don't understand very well is how to structure everything to make a program, beyond performing basic read/write tasks, work; in other words a real game.
So I guess what i'm looking for is a little help on where to start in building one of my ideas. I decided I'm going to start with a simple RTS, and as for my overall approach I'm going to take it one 'concept' or piece at a time (as in, 'How would i do blank?'). In other words how a whole program outline would work; an example might help a little, of what I think so far... from the hierarchy POV:
- Camera
Music, GUI elements, mouse(?)
- Map/Environment
Doodads an' such stuff on the map
- 'Actors'
i.e. Units and Badguys
- AI components
- 'status tracker' component
- Character controllers and such (action scripts, etc.)
- (?) Also maybe a 'conditions' tracker script - as in to keep track of whether I'm 'on fire' or 'bleeding' or 'wet' - and maybe then draw the fx of which from the 'effect' object itself, so every unit doesn't have to list every possible condition, only if 'burnable' and/or 'wettable'.
Erm as you can see I think I have a basic idea, I didn't put a lot on there... but there's some obvious holes, and I'm not sure how accurate what I have is. If it's not, can someone just give me a basic structure of what things I need, and basically how they interact?
And if I'm way off base, and I'm asking something ridiculous/unanswerable, then just let me know I guess... Oh, and sorry for the novel.
Thanks!
If you could just walk me through the logic of it, maybe that would help too. If I can understand how a programmer 'thinks through' the game I think that could give me a big head-start.
Don't think too big yet- start simple and take it step by step like you said. Don't stress over small details yet. Follow those and you should be fine.
Stick to 2D to start -- still plenty of complexity, including all the key components and concepts of game design and implementation, without worrying about complex art and tricky math. And just do it. (I got a Commodore 64 for Christmas in grade 11, by April I had written a space invaders math game, a master$$anonymous$$d game and a driving simulator, all program$$anonymous$$g learned out of the reference manual, never $$anonymous$$d the internet ... I repeat, just do it! And have fun!! :-)
IF you go 3d don't bother with models or anything at all just build boxes and spheres ... a few different colours and it might even look super nice and $$anonymous$$imal.
You could use a schematic(bubble) diagram with all the rules you want to create. One thing you could add in your list is to make a balanced gameplay. IT will probably take you more time than everything else to make an exciting game.
Answer by d3coy · Jan 04, 2011 at 04:05 AM
I think you have the right instincts: doing a basic camera and then getting some representation of the world/environment would be a fantastic start.
Really you should just dive right in. Don't get "thinker's paralysis" and pretend that you can perfectly plan everything down a bullet-pointed list of things to do. You just need to get your feet wet and write some code!
Good luck
Never heard that one, but definitely what I was going for :) I've used "thinker's paralysis" for quite a while, thinking I had coined the term. Proverbs aren't my thing I guess.
Answer by NinjaSquirrel · Jan 04, 2011 at 12:56 AM
This is where I went, doesn't get too advanced but it's NEED TO KNOW STUFF.
I haven't watched them all, but video tutorials here look relevant ... http://www.gameprefabs.com/pages/tutorials/fps_game
Answer by Justin Warner · Jan 04, 2011 at 01:21 AM
Hey,
I'll put my 2 cents in... Make a list of EVERY feature you want... Give yourself goals, (I personally do daily goals), and work until it's done, THEN do your own stuff...
So you work little steps daily, and before you know it, you'll be done...
Like, for example, pacman...
I need models.
I need animations.
I need to spawn the items.
I need to have pick up-able items.
Etc. Now break these further, and just keep playing around with it... It seriously is the best way to learn...
But that's my opinion.
Good luck!
Ah that's pretty much what I have... I guess I didn't know how to start, but I think I've got a good one now.
Answer by Psiop412 · Jan 04, 2011 at 02:19 AM
Hey im learning Programming and if your looking for someone to work with im working on a game but like i said i havent quite got down programming so maybe you and I can work together if you want to just email me at tyutley@hotmail.com and ill get you my Skype username so we can chat sometime
collaboration adds another layer of complexity. If you're both inexperienced there would be little benifit since it would be blind leading the blind. I would recommend working solo when you're just starting out.
thats not like blind leading a blind, thats a good way to learn, cuz both want to learn, and both start reading, one understand something, and try to explain what he learnt to the other one, and keeps going like that, hope you learn all you can by this method
I'm up for giving each other advice and such, sharing what we learn... I'm actually doing a little group project with a few college friends for that purpose - learning from each other. It has to be done right, though; we still need somewheree/somebody for good advice and info to draw from (which we do, if just from here) and clear communication of our goals, + making sure we do what it takes to accomplish them; including ego-trim$$anonymous$$g.
Answer by poncho · Jan 06, 2011 at 05:34 PM
i recommend to first make the tetris, cuz it gets you the basic of the interaction with the objects and reactions of this, also score, after tetris it comes the arkanoid, that teaches you about collisions, modifying your player, your own death and finishing a game, after this, it comes the pacman, cuz the basic AI comes here
this way you will have your goals at low level
other recommendation for the programing learning is, when you think of something, try to have the thought of each step and everything between them till there is nothing else this is called algorithm like how do i have my break fast the normal way of thought is i have a bowl and then eat you can expand this to i have a bowl, put the cereal on the bowl then the milk and then i eat then you can expand it to every aspect of it i have a bowl, breng the cereal, get the milk out the refrigerator, put the cereal on the bowl, put the mil on the bowl, return the cereal to the counter and the milk to the refrigerator, mix the cereal, then start to eat
this way of thinking is the thing that makes it easier to program something
hope this weird recommendations work for you
Your answer
Follow this Question
Related Questions
How to find what you're looking for in the Documentation? 3 Answers
Which is better, lots of if-statements or seperate button scripts? 1 Answer
how do i make something be controlled by the player? 2 Answers
Question regarding Raycast hitting UI button object instead of gameobject 0 Answers
How to make an object move with a script which isn't attached to it? 2 Answers