So how many of you guys on /v/ have attempted to make your own game and how did you find it?
I am trying right now to make a hex based 2D strategy game (similar to Civ, total war etc)
Nothing particularly fancy mine you but im still finding it difficult as fuck! i have no idea where to even begin.
I've spent a day searching for tutorials but they never seem to go into depth about Unity itself.
Anyone know of any good tutorials?
>So how many of you guys on /v/ have attempted to make your own game
>How did you find it?
I found it hard, and quit.
I did make a few functional games, like an asteroids, a tetris, a platformer, but they didnt have a menu or additional levels or a scoreboard, just a proof of concept demo.
As soon as I tried to make things right shit got complicated and I dropped it to go play video games instead.
I've done a bit. The main limiting factor for me is making/finding the 3d models for the concepts that I have.
Probably just going to join my Uni's game dev club next semester so I can be part of a more compartmentalized team.
I'm in the early stages of making a game for the vita in Unity. I'm guessing you've followed all of the tutorials on their site? Which aspect of creation is the most difficult for you?
>So how many of you guys on /v/ have attempted to make your own game and how did you find it?
I attempted making an arcade local multiplayer game some time ago. Something in the vein of Bomberman, to give you an idea, although it wouldn't play like it. Then I realized it was a waste of time because nobody is interested in arcade games anymore.
So now I'm working on two projects, a shooter and a mobaesque. I'll never finish them, but whatever. Games are dead anyway.
Honestly just make anything, it's more about the skills you build from it rather then how many creative it is. Sure creativity helps but if it can't function it doesn't mean shit
I gave it a try. Probably will again in the near future.
Biggest challenge to me is finding a good up to date tutorial. Last time I tried following one I got stuck for a while because it used a command that had been depreciated in the newest version. Then I got to a part where if my little block hit something it would explode into pixels but I never got that to work. Copied the code verbatim, it compiled no errors or warnings, just didnt do what it was supposed to. I couldnt figure out why so I dropped it there.
If you've already tried making your own game, even if you didn't succeed, then you're pretty much ahead of the curve in video game design and have plenty of potential in it. Right now I'm taking a game design course at my university just to get enough hours for FA for the semester, and most of the kids in the class are token gamers that are basically like "idea guys" or artists. There's even that one black guy who goes to EVO and plays fighting games all the time. The thing is none of them have ever tried to make video games and they won't until someone actually forces them to.
If anyone here wants to actually be part of a game dev team then you should really take up at least basic programming and look up some tutorials on rigging models for animation.
I'm 100% sure ANY game company would hire you if you're proficient in rigging. All the professors try to single those guys out in classes just to treat them like royal gods because no one wants to do that shit.
>game design course at my university
Get the fuck out of there. Those things are a waste of time and money and no employer wants a 'jack of all trades' over a specialist.
Pick what profession you want, do a REAL course for it and learn the rest on your free time.
i stopped when i realized i suck at art. Now i'm slowly learning how to draw. Might retry when i feel like i've at least grasped the concept of creating a picture of something
So about seven or eight years ago I bought that C++ for dummies book and it came with an example piece of code that created a program to tell the weather or something.
Even copying that code I couldn't get it to work so I stopped trying and never looked back.
3 years ago I signed up at Codeacademy or whatever and started with the basic java shit. I got a few lessons in before I hit a brick wall and couldn't get the code I was supposed to be copying to work right. Dropped it after that.
Maybe I'll try again someday. Here's a question though that pertains to my first example of my adventures in coding.
That weather program had a shitload of spaces inbetween everything and I never figured out if I was expected to press TAB or SPACEBAR a bunch or if it was just the way it looked and it didn't really matter.
Well I tabbed a bunch to try and match up the giant gaps like they were on the example.
Sorry for the blogpost.
I am. Doing CS. But trust me, from someone who knows actual game devs, you're going to have to be a jack of all trades just to understand what the other people are doing. That's the only way you guys can work as a team. If not, then you're going to have to learn just by working with them.
Also, FA pays for all of my classes anyways and I've saved up enough good boy points to get my parents to pay the rest. Fuck chicken tendies.
I'm making, for a pretty long time. It's tough but fun.
I have. Not that hard, especially when you really don't have to do anything yourself but get the idea.
Free models? Internet's full of them. Textures? Sounds and music? Even the coding is easy as fuck when Unity Answers has basically every answer to every basic question and most of them even have some sample codes.
Then just drag and drop the prefabs and objects in game, set up lighting and materials, apply scripts and you'll have a finished game
A few days won't cut it for everyone. Basic coding classes to learn the elements and logic of language to start.
A great idea, a huge drive to learn, dissect, test, test, test, collaborate, and persist: without that then it's hopeless.
Even with a fun engine like gamemaker, making a real game (not a 1 screen basic platformer or a one screen angry birds clone) is very VERY difficult
I made a /d/ themed text adventure game where you try and escape a castle full of rapey things.
I never finished it and it's technically been in "development for 3 years. There are about 4 or 5 scenes left that I need to write but every time I sit down to knock some words out, nothing but shit comes out on the page.
The program will run as long as the syntax is right, but you are supposed to keep the code as legible as possible, in order to solve possible errors or in case you want to modify it. You should also write annotations for what each thing does so you don't forget. If you write something poorly and revisit it years later you might not remember shit about it. That's why the code is written like that.
I'm working on a roguelite. Still in the process of coding up the inventory system, with some guidance from a tutorial I'm following loosely.
Eventually I'd like to get it so you're roaming planets in a spaceship.
I tried but I have a crippling flaw that stops me from achieving any meaningful progress: I'm a perfectionist.
I can't code, no biggie, but when it comes to 3D models and specially textures I just can't do it.
they added a full 2D mode
unfortunately it's clearly in its alpha stages and, aside from the ability to use a model's motion data to make a sprite sheet (think donkey kong country), has nothing over Scirra Construct
your first few projects should be clones
this will cement basic skills while having an esay to attain goal
for a tutorial set that will take you through all the steps of 4 game projects (point & click block shooting game, scrolling space shooter, 2d mario clone, 3d mario clone) and 1 tool creation:
4chan is the only place where I don't really care about being a perfectionist. Which is a good escapade because the rest of my life is really stressful.
I don't have the money. I do have a concept I believe is cool but I don't want to get involved with Kickstarter.
I'd probably have to hire someone from Tumblr who just started with Blender.
I made a simple Dog Days game called Yuusha Run, I actually paid google to let me publish on the app store and I did, however before it even got to be put on the app store I got a strike for copyrights and impersonating a company and didnt see the light of day.
now I feel empty and haven't made the effort to make a completely original (artwise) game..
well... seeing that there are ton of fan made games on the google play store, google Sailor V I though it was no biggie, but yeah lesson learned.
actually I think I could republish it IF, I made all the art, but I suck at making art so.. one day I'll make a game that I can publish there.
I just wanted to make some simple anime insipired games anon for fans
I've made a few simple things like a Snake clone. I've also developed various little systems, like a grid-based movement engine in Java. The main problem for me is that I get overwhelmed with all the content I would need to create to make a game. I'm much more interested in developing systems.
I want a book of game projects where they provide all the art assets, level layouts, etc, and walk you through developing the engines to run the games.
I am making make my own game, and I'm also part of the university video game making clubs.
I usually program other thigns, however a professor said this would be a good oppurtunity to work outside my specific interests so I took it on.
Really enjoying it so far, wish I had a decent 3D artist friend however, as I have programming friends for days, and I also program.
i don't really understand how games work
for instance, how do they program AI to compete against? E.g. a fighting game. How do they go about programming the CPU opponents to act like humans?
Ok learn how raycasts work.
there's one or two examples here that measure the distance to the ground.
The alternative is to add a collider around the player that activates if it touches the target.
AIs like that are based around a state machine.
Basically, when the CPU has a state they're in, then it reads it's surroundings, and define an action in accordance.
For instance, CPU is in state "idle". It sees you standing there and define next action as "punch". If you defend or dodge, it will read it and follow up with another state accordingly.
Naturally, it can get really complex, specially for stuff like fighters. But that depends on what kind of game you're making.
Unless you're holding a degree in comp sci and are really competent at coding, fuck making your own engine.
You'll end up getting as far as me, a guy with a comp sci degree - fucking nowhere with lots of bits of interesting code you don't know how to stick together.
Use an engine. Unity, GameMaker, whatever. It's a lot less painless and easier to get going.
Guy without a degree here. I made an engine inside 3 months and because I went out of my way to actually learn how to use a computer I can adapt it to whatever I want the way a good engine should be able to. Maybe they shouldn't give computer science degrees to people that don't know computer science.
A lot less painful, I mean. But still. People can spend years developing just a workable game engine, and pulling from peoples experience in audio, graphics, logic, maths...
I doubt you want to spend years making a tool just to make a game.
A competent, re-usable engine, or a one off specific built for your game that you'd have to work your ass off to re-use elsewhere in a completely different game?
I've made from-scratch platformers and puzzle games, but it wasn't anything to write home about.
An engine that makes the core components of any game I desire and then assembles them into a functional, working game based on the commands I give it.
The aim isn't to make something that is to write home about, it is to make something that is simple and streamlined as possible so making games isn't a chore.
Or to put it this way, when I say engine, I mean something like Unreal, Unity, Panda3d etc.
Full blown package, audio, rendering pipelines, animation, etc.
Shit like that isn't made in 3 months.
Shit like that is also the reason there is an endless barrage of awful half finished Unity games on Steam.
Encourage people to use what works for them but don't go glorifying skimming over important technical skills.
technical difficulties getting the game to work with the HTML5 client and i don't think anyone in this thread wants to install a program to play
maybe in a bit i'll fix it
Not really, the kind of people that have a half done Unity game are people that would have no engine if they tried because they are too lazy to actually learn to program and it shows in that they have a half finished Unity game.
So really you're just talking about lazy people copy/pasting.
Lazy people can copy paste the start of an engine too.
Knowing how to program doesn't mean you have to do everything yourself. There are tools out there you can use.
I know how to start a fire with flint and tinder, doesn't mean I won't use matches when they're available.
OK GUYS HERE WE GO
IM NOT GONNA HOST THIS GAME FOR LONG
MULTIPLAYER SNAKEMAN PVP MEGAMAN 3 STYLE
TELL ME WHAT YOU THINK OF THE GAME AND MY HARD WORK
Comparing the creation of artwork to using tinder over matches is pretty stupid. An artist that traces is obviously going to produce something of inferior quality to an artist that knows how to draw. If you have all this shit to just instantly make whatever you want for you, you aren't going to learn to respect the intricacies of it all and are ultimately going to just produce something ham fisted.
Working in a team you have the excuse that there are other people that probably do understand those nuances but on your own there is no excuse.
>can make soso 3d models
>animating is annoying
>can program, but doesnt have a lot of time cause of uni
>need to work part time
jesus christ my things aren't moving at all. I do one or two things per week, than have a bunch of exams, then come back, do some, repeat. After a while I forget how to work with blender properly and need to re-watch some videos. fuck
I have never found any tutorials useful except for some very small and specific things. This is what I did to learn unity:
>read the unity manual http://docs.unity3d.com/Manual/
>I think I stopped at around the graphics part
>It gave a good understanding of the unity workflow
>I then made 2d platformer test project from scratch, using their 2d example as reference
>then i got to the point where my project became more complex than the example in some aspects and I knew I had learned
I already knew programming before, so that helps a lot. But yeah, do not rely on tutorials, reading and tinkering with the editor yourself is a better use of your time.
Now you're talking out your ass.
Engines are a collection of modules that work together to present a game. It's a lot of moving parts.
That's why they call them engines.
Pretty big talk for someone using a computer, who's never made one from scratch using transistor-transistor logic..
That's actually not a bad idea. Basically just a bunch of blocks on screen behaving like the models should within the code but just sort of spinning on screen. Thanks anon. Not sure why I never thought to do that. If I actually get anywhere with it in sure I could commission someone to do the models for me.
The dream lives on!!
>c# is literally better in every way.
Big talk coming from somebody that doesn't know how to program.
I'm trying to make one now. I have some experience programming, but not much making games. It's pretty shit, trying to learn how to use Gamemaker. It's just a shmup with a twist. I work on it occasionally if I have some free time. Hopefully one day someone will play it and enjoy it.
I was making stuff with Game Maker 6 when I was like 14 and in school still. Now that I finished my business degree I wonder if I should pick up the hobby again.
(General work isn't really biting for me, I think in part because I don't apply myself enough, and part because I'm not really interested in the actual business work ironically, and I feel like I need to develops some self-sufficient creative skills to go with the business ones)
It's not like I don't have the time to do it. I only work part time at a shitty supermarket, afterall.
I wonder what stops me from starting. I keep making excuses not to. I have drawings, story writings, gameplay mechanics and general idea work all over my house in notebooks and scraps of paper. Maybe I'm just an "idea man" afterall. (Or maybe I'm just too afraid to try and fail)
you can program, but most things you would normally want are built in to the blueprints functionality.
>>c# is literally better in every way
how is it not?
that's like comparing parent to child.
It's the same logic you're trying to apply to making a whole game engine from scratch.
"I have a ready made tool I can use. But I should do it all over again from scratch or I won't UNDERSTAAAAAND it"
By that logic, you have no idea what you're making whenever you use any tool.
What I'm arguing is, learn to use a quality tool, and you can make a quality game. If you don't invest into learning how to use a tool, what you make will be shit - that would be people copy pasting shit with no idea what they're doing.
Someone who knows or learns to program, can jump into making a game using an engine just fine - as long as they are actually programming.
If you say one is better than the other, that just shows how you really don't know shit all. It depends solely on what you are making and on what platform. If you are building a new engine for example, you basically have to use C++, as it gives you the flexibility to manage you own memory, whereas C# forces you to rely on garbage collection to manage memory which can slow everything the fuck down.
My experience with game maker is you start by thinking it will all be collisions and "if" statements
then you discover how important variables and you think 'ill do it all with variables'
then you realize how complex things really are, that you need variables, arrays, hours of researching the right functions to use or invent, pages of code, etc.
Then you realize that the game you were trying to make isn't even really complex and it hits you right in the brain how hard it really is to do. That's when you think that maybe it's better to just play games.
>By that logic, you have no idea what you're making whenever you use any tool.
And again you're jumping to the other extreme. Nobody is saying don't use tools at your disposal but making games is ultimately a creative endeavour and using something because it is the easiest and the fastest route is how you make something shoddy. The fact you are completely exaggerating how long it actually takes to make your own engine as well really speaks volumes.
>Now you're talking out your ass.
No, I'm referring to a separate usage of engine in indie game circles. When you're making your own engine it's usually something from scratch with SFML/SDL tailored to that one game you're making, not a completely modular re-usable framework.
are you implying garbage collection is a con? With today's hardware it's perfectly feasible and there is barely any difference in performance. an O(n) will be an O(n) in any language, anyway.
>Want to make a game
>Animate walk cycle for one character
>Don't want to make a game anymore
>he can't handle being shown how stupid his logic is
>he doesn't know what edge case testing is
But here lets go at it like this.
Unity can be used as a tool, and has in fact been used as a tool to teach programming and good coding practices.
So I shouldn't put your reasoning to the test; just take it at face value and not try to evaluate it?
So no one should ever disagree with you ever then I take it?
Last post, because we're arguing over arguments over arguments here. You're assertion is bullheaded, and demands people who know how to program shouldn't rely on others to make anything. 'Do it yourself or don't do it at all'
I used to think that way. It took forever to make things when I could have launched from a better starting point and gotten the same thing or better with the help of other peoples experience.
I don't view relying on people for help as a weakness. As long as you're making the effort to learn on the way, you can only end up better off in the end.
Cheers m8, I'm going to get back to coding.
I've tried in the past, to make a GOOD game, like something that people would buy, it takes a lot of knowledge on a lot of things. For example, want to make a shadow? okay mister, you'll have to learn shit about convex hulls and geometric programming, a lot about shaders and other things. Want to make your enemies to use pathfinding? okay you better know a lot about graphs and heuristics. There are lots of things like that, making games is a pretty complex thing and ideally you'd use a team that specializes in each area, like one guy who codes shaders, one guy who does the ai, on guy who codes the game logic, one guy who does the scripting, etc.
That being said, doing simpler games it's not impossible, think about hotline miami, very simple concept, perfect execution and nothing that is TERRIBLY hard to pull off, perhaps those post processing effects would take some time to learn how to do them.
Programmers learn pretty fast that the easiest and fastest route is usually the best. When you are doing programming for a living, your employer doesn't want you to spend your working hours writing and figuring out something someone else has already done better.
However, I think that making your first games without the help of a existing engine is a beneficial. It gives you an idea how everything works and makes you a better programmer.
Making your game engine is feasible, as long as you keep the scale small. If you want to compete with the features of the big engines, you don't really stand a chance. You'll probably have to make an engine that's quite inflexible.
>and demands people who know how to program shouldn't rely on others to make anything
Literally pulling shit out of your anus. Insisting people don't use the lowest common denominator is not the same as insisting people don't use anything man made. You are embarrassing yourself.
Look anon. You have a problem with animating fiddly bits right? Then look for a creative way to solve that problem OR a way around it. Don't get caught up in the details. Whatever works, works. It's how all the old-school game developers used to do it, it's why videogames used to be so gloriously batshit crazy.
>have attempted to make your own game and how did you find it?
Made some at gamejams with friends and also worked as a programmer on a few commercial ipad games. Alone? Nope. Can't into art. Also moved to normal software industry due to getting much higher salary for much easier jobs.
>I've spent a day searching for tutorials but they never seem to go into depth about Unity itself.
Get better at googlefu. Unity is easy as fuck. Babbymode of game making. Also it's own documentation is superior to all other engines. If you want in depth info on how different componoents work:
If you just want easy tuorials:
I've got a few things kicking around. I just finished making an island generator using perlin noise and masks.
This. If, IF I get back into making games, I'd make sure I actively strip my ambitions down into their core elements, and see how I could pull it off as simply as possible. It's natural to keep wanting to add more and more onto an idea, but it takes skill to be able to deliver on an idea as simply as possible. A lot of coders I've talked to always tell me how they "cheat" by trying to make something seem much more complex than what it actually is.
Think about Silent Hill 2 for instance. That game has a lot of fog right? Why? Was it purely for the aesthetics? No. Actually part of it was to do with draw distance. They saved on processing power by making everything foggy rather than obsessing over perfecting that particular part of the engine that no-one was going to care about anyway.
Go look up the horrible Silent Hill 2 and 3 HD remakes. They "cleaned" up a lot of the game's fog, and oh boy does it look awful.
I'm doing freelance work for a game studio right now. Pic semi related. A floor texture for the same project done last year.
>thinks game design can be done by any idiot on /v/
Aha. Thanks for correcting me anon. I wasn't sure whether it was Silent Hill 1 or 2. The point still stands though, that you can save in one area by using smoke and mirrors in another. It ultimately boils down to getting the end experience right.
>a great idea
You know, I'm of the opinion that you should start simple.
If you start with this grand idea in mind, you're very likely to lose motivation when you can't get it to work right away.
Learn the ropes of game-building by making a rehash of something, then go on from there.
Are you the guy from the FTL general?
The one that talked about landing on planets and doing exploring and extra quests?
Most video games are simple enough, so that the extra CPU required by garbage collection isn't a problem. Making a large scale game engine with C# is probably not a good idea, as engines are responsible for some complex and performance heavy stuff, but using it to create your game logic or a small engine is perfectly feasible (and a lot easier than with C++). No one here is gonna be developing a game where C# wouldn't be enough.
I need to figure out how to make good low poly art
I was involved in a team that didn't complete its project, unfortunately. Got to prototype mode, had most of the writing done, sculpting for the npcs and monsters under way, most of the concept art for the hubs done, and a couple of tracks for the BGM done. Then we had a late arriver to the team who was a total douche nugget "idea guy" who wanted to change the entire storyline to one that was filled with stereotypical video game tropes and cliches, poked his nose into everything, until everyone finally told him to fuck off. By then, the damage was done and momentum was lost. All progress has been halted for almost a year. Had the team lead simply told the guy no, maybe we'd have a finished product.
The prototype was done in UE4, not Unity, though.
Don't know it's downloading right now. I'm taking the advice of anons here and just planning to copy something to get my feet wet.
I have no god damn clue what I'm doing, all I know is that 10 years ago I wanted to make games and even mucked about with the early game making software. Then I didn't and I don't have a good reason for that so why not try again.
Oh and I thought I might follow this.
Some anon above posted it and it seemed alright.
I jumped on to the free to play iOs and android bandwagon with construct 2. I found it extremely hard to start because i hesitated a lot because i thought it would be extremely complicated to start and because my lazyness, but right now it's pretty easy.
What sort of programming language are you using for this?
I had a few projects meet dead ends due to feature bloat or not having an idea where to take them but this one is going pretty well.
Pretty much. The team lead was an insanely nice guy, probably too nice to be in a management position. Everything was fine prior, but this guy had some work under his belt from some Halo mod thing, so he thought he might be able to help out with the animation/art end. Then he started poking around in the writer's forums, getting antagonistic. Then he started fucking with the level designer and overall design schemes forums. Turns out, he didn't really have ANY actual experience, but by then, people were so exasperated and pissed off, they didn't really want to even look at the game anymore. This was after one of the programmers got slapped with a C&D warning from Ubisoft for conflict of interest. (He actually worked for Ubi, but didn't mention it to the rest of us.) Maybe it's for the best.
Good idea anon. Here, put this on and sit in the corner. You can be the team's designated ideaman.
I made a really crappy shooter with C++/OpenGL. It was basically Doom if Doom was set in a series of straight perpendicular corridors, had no enemies, and one gun that didn't always work. And the graphics stopped rendering if you looked at some specific angles. It was complete shit, but very enjoyable to make even if it did take fucking ages.
I then got Unreal Engine and made a far better game in 1/10th of the time. The Blueprints flow chart thingy was a nice break from actually programming (my day job), but just as annoying for doing complex shit. And it's nice to actually make something playable instead of trying to work around obscure graphics driver issues for a week. It just werks, pic related.
I've been meaning to get back into gamedev for a while but kept forgetting, thanks OP.
I made this as a test on unity's networking and RPC calls.
Programmers had a prototype up in a day to a day and a half. I'd say playing with the meshes and building one simple level with it is the best way to start learning, if you already know how to code. There's support forums and tutorials out there for practically everything, but you'll want to spend some time in Maya or Blender, if you want your models to really shine. It also uses Blueprint, a visual scripting system that makes basic games creation simpler. Unity is probably a better place to start, simply because UE4 has a fairly rigid structure, but it also has way more bells/whistles/toys and options.
guys stop joining its not megaman anymore
i should have changed the server ip
If you're going to do hexes, make sure your gameplay is well-designed.
I worked on a hex-based strategy game in college, but rather than committing to real-time or turn-based system, we tried implementing a system where each unit had stamina that regenerated over time, and doing actions like moving and attacking would deplete that stamina. Unfortunately, we never got time to balance the costs of things, so some units could barely move at all, and others were able to attack every few seconds.
Long story short, if I had to do it again, I'd have the programmers rapidly prototype the gameplay, playtest it without art, balance it, THEN go ahead with creating art assets.
The great thing about Unity is that whatever problem you're facing with it, someone online has already figured it out and you just need to google it.
Here's a game I'm working on, currently playing with ways to kill enemies. Figuring out how to check if both arms were gone took several hours but the effect was worth it. Unfortunately it's too big for 4chan so I put it on imgur http://imgur.com/r5ULlnN
I made a game as an assignment for this programming 101 course.
You control a snake and eat apples.
You lose if you eat your own tail, or a wall.
There's no win condition.
I've been studying C++ but when I look at game making tutorials they still seem mostly foreign to me.
I don't really know where to start, each time I look up tutorials they seem to assume I know things that I dont. I'm not sure how to acquire enough of a knowledge base.
I really, REALLY want to make a Metroid style platformer with exploration and an auto-populating map and transformations and so forth, but I have absolutely no fucking clue where to even hope to begin, beyond the standard "Create lots of concept art and then cry into it" phase.
Couple of friends and I are currently working on a mobile game that makes use of VR/Google Cardboard.
Because of the Google Cardboard we're limited in input, so it's more like a roller coaster type game without a roller coaster.
See, that's how it starts.
Learn programming! It's not that hard!
Except don't learn that language, that's shit. And not that one either, that's also shit. This language is good! Oh wait no it's not.
Etcetera and so forth
That's actually very helpful and encouraging. Alright then.
I guess that was my biggest fear; pigeonholing myself by learning the "Wrong" language and picking up bad habits from it.
There is no "wrong" language to learn.
The list goes on.
>complain you dont know what you are doing
So uh, i made a naruto game when i was 16 years old. It's been a long time, and the bossfights are still so ridiculously overpowered.
If you played the game "Naruto Arena" in the past, this game is that taken to the extreme. If you want to help us beat Oro JUST ONCE to advance the plot. that would be cool.