Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
151–160 of 391 posts
Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#152Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#153Understand that you're not going to finish what you start. Do things that are fun. Keep a notebook of ideas. Talk about plans and what you want do. Spend time with him. Even if almost none if it ever makes it into code, the imagination part will be going wild. Look at what he's really doing. He doesn't want to CODE. He wants to make a game. Like every kid. Emphasize the creative part just like he wants. Do things on…
That game was amazing. I can’t believe Nintendo didn’t call me up, but instead decided to make a 3D game
Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#154Going straight to 3D is going to feel like a chore after a few minutes and stomp his drive
Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#155Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#156Even if not sticking with games I think it’s possible to learn a lot from the series.
Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#157In my case, I wanted to write a Pacman clone. What is Pacman? An object moving around a screen, confined by the walls of a maze. Then there's some stuff about dots and ghosts and power pills, cherrys and levels, but let's take it easy - one step at a time.
What was the simplest possible thing I could do before I could make an animated figure move around a maze chasing ghosts? Just make him move around the maze? Too complicated. Just make him move around the screen on command? Possibly. How about if I start with a one line program that simply positions a character on the screen in the position I want. Great. I can look up that command in the API docs (i.e. the printed book that came with the computer) and run that one line program. Now, can I make him move? How do I write a simple loop that listens for keypresses, changes the desired position, then redisplays the character. Great, that works. Except I forgot to erase the old position so he leaves a trail behind. Excellent, my first lesson in debugging. And so on and so on.
Obviously depending on the platform the specific 'first things' you can learn/teach him to do, each one getting a tiny bit closer to the game in his head, will be different. But the trick I used to motivate myself back then was - imagine the whole impossible finished game as something that was composed of tiny little steps, each more complex than the last. I didn't know the words 'iteration' or 'user story' then but if I did I could have broken it down into tiny agile chunks. As a player, I want my avatar to appear on the screen at a known position, so I know where I am in the game.
As a player, I want my avatar to move in the right direction when I hold down an arrow key, so I can control my movements. As a player, I want to see the walls of the maze on the screen, so that I can see the challenge. As a player, I want the walls to stop my character from moving, so that it is more interesting to move around. As a player I want my character to look like a Pacman instead of the letter C, so that it is cooler to play. As a player, I want my character to animate while he is moving, so that it looks even cooler than before. etc etc
The great thing is, these are not necessarily sequential. If I got stuck on one of them, or bored trying to detect a maze wall and stop moving, I could move on to a little animation challenge, or try to add some music, or figure out what it takes to eat pills and keep score.
Of course, I wasn't doing this all on my own. My dad was there too, some of the time, and although he didn't have any programming experience (it was 1982 in the north of England, nobody did) he must have helped me with some of this breaking-it-down-and-figuring-out-the-little-problems part. Most of all it was lots of fun, and we somehow ended up with a decent working version in the end. I think they key takeout is: motivate and encourage him to find tiny challenges he can iterate on, while always retaining their connection to the bigger picture of the thing he wants to achieve. Good luck!
Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#158Earlier quoted context omitted.
When I was ten years old, I played a lot of web games built on Flash technology and asked my parents how I could build my own. My parents sat me down and taught me the very basics of how to code. I didn't learn very well from them, but they also bought me a textbook and I learned great from that. By age 12, I had recreated a lot of the games I was fond of, pacman, snake, space invaders, etc. Maybe the bar was lower f…
Yeah, when I 10 or 12 years old, I found a book with simple games in Basic. I had fun copying from it and learned a bit of programming. My daughter is currently more interested in playing existing games instead of creating her own. I would probably look into how to create something in Roblox if this would fit for the game.
Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#159Re: Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?
#160A kid knows what she wants but not what the price that she will have to pay for getting it. Today they are interested in something, tomorrow something else, specially if it is hard work, like 3D. Young children have not the mental abilities to endure hard work. They should be playing and having fun.
When they grow up and have friends and are happy in a healthy enviroment then they can endure healthy hard work later.
Simplicity and immediate feedback is the most important thing for a kid. Forget Unity, Unreal or other environments that require at least a 14 year old and complex rational skills.
I volunteer teaching young children things like 3d printers, mill machines(they can not access dangerous machines until they grow up, but they can design things)... Most children are just going there so they play with their friends. 1 in ten will become an engineer.
I will just use Pico8 or Scratch to focus on the design of the game and SIMPLICITY. Teach him basic skills like writing and drawing and basic music and sound, and basic programming so they can introduce real life asserts there, in 2D..and specially game design, to design fun games prototypes.
Start doing something basic that is funny in 2D. If he does not loose interest, raise the bar. Since and repeat.
This is like if he wants to be an Orchestra director. You start teaching him the musical notes, having fun with melodies, then harmony...
Games are designed with minimal proof of concepts, that have no textures, sound recorded with the phone, with a basic dynamic of the game. You test that your basic prototype is fun. Only then you add textures and better sounds, or sophistication.
3D modelling, inverse kinematics and Mocap, painting and assigning textures in 3D, it is just so hard and little reward for a kid, with long periods of delayed gratification.