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Game Start?

Started by July 04, 2001 02:09 PM
1 comment, last by Nothingness 23 years, 7 months ago
I wanted to get into making games. But I dont no where to start. Like should i start making tetris, packman, or some other easier game? I no C/C++ and currently getting a handle on DirectX. So do you have any suggestions on where i should start? Even if you do give me a start, can you give me any suggestion on how to acually make a game, like how to go about making it.
Get right into 3d.
Use OpenGL for gfx, DirectX for sound.
Segment your code to make your gfx stuff platform independent.
Stay Motivated.

Reality Makes Me XIC
I don''t do spelling, I hack code: passion is my feul. Use my programs, experience genius.
http://www.x-i-c.com/
I am XiCI don't do talk, I code: passion is my feul. Use my programs, experience XiC. http://www.x-i-c.com/
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...and ignore the comments of flamebait-oriented posts.

First and foremost, learn what you want to know. It won''t help you in the long run if you get into a game genre that you aren''t interested in.

GAME GENRES
I''m a RPG fan, so I have always been on the lookout for new ideas that will make my own RPG a total immersion. What games interest you? What interfaces interest you? Study current games, and think in terms of how you want to present a story, or a scenario, or an environment.

GRAPHICS
Learn how to do simple sprite movement, then move on to animation, multi-layer animation, special effects. If you feel inclined to move to 3D early on, then do so. But absolutely do NOT move to 3D because someone tells you that it''s better... these people are elite coders, not game developers. Jumping off the deep end might get you somewhere fast, but it could also perturb you or frustrate you enough to quit completely.

SOUND
Sound is pretty straightforward, but you can get into funky effects like 3D positional audio, EAX (environmental audio a la Creative Labs), and so on. Getting a basic sound system working takes a couple hours, but it''s well worth it.

INPUT
Work on keyboard-only input first... it''s the simplest to manage. Move up to mouse input, and if you feel like it, even include joystick support.

GAME DATA
This is difficult to decide on, and is completely game-style-dependent. If you''re writing a RPG, then you must have data for items, creatures, dialogue, terrain, maps, events, and user interfaces... needless to say this is a huge undertaking. If you''re writing a simpler maze-game or single-screen-shooter, you might get away with holding everything in ASCII format in a text file.

On a final note, always aspire to improve. Think up an impressive game story, and make an arcade game of it. Move up the ladder. Design more and more complex environments for this idea. Think how Duke Nuken began, and got more and more complex as years went by. Think along these terms; start off small, and evolve your game and your experience. Always break large projects into smaller tasks... here you will be able to manage whatever you set your mind into doing.

[Avoids making further comments about ''witty geniuses''...]




MatrixCubed
http://MatrixCubed.org






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