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Diy Game


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#1 IIXxXII

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Posted 04 June 2018 - 08:26 PM

I don't get enjoyment out of playing most new games. There's good stuff coming out of zachtronics and maybe a few other devs. Other than that everything is boring and I constantly find myself thinking(perhaps delusionally): "I could do a million times better than this !@#%".

I'm going to try to make my own game to innovate a little and address areas where the gaming industry has gone completely wrong. Which is to say: virtually everywhere.

Let's see how far I get and how long it takes, etc. As a part time, once in awhile, type thing.

Posted Image

Don't expect much.

Share your own thoughts and experiences, I'm certain some could relate on some level.

#2 Exilyth

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Posted 05 June 2018 - 07:18 AM

I would suggest starting with something simple, like some of the game ideas suggested on
https://gamedev.stac...your-wings-with
and then slowly tackle larger projects.

Once you did that, you could look at...

Good resources for general game creation:
https://gamedev.stackexchange.com/ - a q&a style page on the topic of game development. Search before you post, your question is probably already answered.
https://www.gamedev.net/ - similar, but provides articles and traditional forums

on the gameloop:
https://gafferongame..._your_timestep/ - on how to get better simulation timing

on terrain:
http://vterrain.org/ - has loads of information on terrain/building/tree modelling and rendering

open/free game art:
https://opengameart.org/ - provides game art and models of varying quality under different licenses, some even completely free

opengl (graphics api) tutorials:
http://www.opengl-tutorial.org/
https://open.gl/introduction

Make sure you go with openGL v3 or higher, older tutorials use the fixed pipeline which is slower.

vulkan (graphics api) tutorial:
https://vulkan-tutorial.com/ - this is the newest stuff, closer to the GPU than openGL, but also requires doing more things by hand

blender (3d modeling program):
https://www.blender.org/ - open source, can export to many formats.


Of course, using a game engine will take care of many of the listed things for you.


Good luck!

#3 LordNothing

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Posted 11 June 2018 - 11:21 AM

i started writing a game entirely in lua. its got rudimentary model loading, textures, a nifty console and half a physics engine (needs hit detection). writing a game engine is hard.

Edited by LordNothing, 11 June 2018 - 11:21 AM.


#4 MechaBattler

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Posted 13 June 2018 - 01:54 PM

The creators of FTL were mainly 2 guys. Their games are 2D. But the mechanics of FTL and Into the Breach are so well thought out and creative. Something that a lot of the game industry currently lacks. Way too much repetition for the sake for continuing a franchise, with barely any real improvements.

#5 LordNothing

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Posted 14 June 2018 - 05:04 PM

View PostMechaBattler, on 13 June 2018 - 01:54 PM, said:

The creators of FTL were mainly 2 guys. Their games are 2D. But the mechanics of FTL and Into the Breach are so well thought out and creative. Something that a lot of the game industry currently lacks. Way too much repetition for the sake for continuing a franchise, with barely any real improvements.


some of my favorite games have credits that fit on one screen. indie games are currently the only games willing to try anything new.

Edited by LordNothing, 14 June 2018 - 05:06 PM.






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