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Making small games, which is fun in itself

abagames.github.io

21–30 of 87 posts

Re: Making small games, which is fun in itself

#21
In the first game pictured, timber test [0], you can spam cut repeatedly to get some pretty high scores.

I love finding little strategies like this. This is only possible in games with a tiny feedback loop, which I think makes them fun to play on a whole new level.

[0] https://abagames.github.io/crisp-game-lib-11-games/?timberte...

Re: Making small games, which is fun in itself

#22
post #18
post #16

Earlier quoted context omitted.

I want to begin game development as a hobby, but I'm unsure where to start. I did follow through https://learnopengl.com/ a few years ago, and while it was a very interesting experience, I imagine I would need to use an existing engine to be productive. Do you recommend any books and tutorials aimed at experienced programmers with 0 knowledge of game development/design?

Just start with a framework like Godot. There are plenty of tutorials online. If you really want to go low level with it, though, my personal sweet spot is C, Lua/LuaJIT and SDL2. Although practically speaking C++ is probably better.

I will keep that in mind, thanks.

My initial research suggest that Godot games are written in C#. Since you use C/SDL2, do you code directly your own OpenGL engine?

Re: Making small games, which is fun in itself

#23

I've learnt that Game Designing and Game Development are two very different things. You need a creative mind to know what mechanics will be tight and grab the audience. Development on the other hand requires ruthless execution. hence imo in the beginning, it's best to recreate existing games with atmost a small twist. This makes sure i'm learning one craft adeptly before moving to the next. Here's a freeboard of a ga…

> hence imo in the beginning, it's best to recreate existing games with atmost a small twist

...if your goal is to do game development.

If your goal is to do game design, though, then the place to start is making paper prototypes of your game mechanics.

Almost anything turn-based can be prototyped on a tabletop with stuff you have lying around the house, and some rules about how you and your friends should move things.

(For something like an RPG, you may want to write a few little calculator scripts for calculations the game would hide from the players, to run on a laptop at the table, just so everyone doesn't get dragged down doing hours of math that wouldn't actually be part of a player's experience of the game. But "a calculator script" is still a far cry simpler than a game engine!)

Reflex-based video games are harder to prototype, but can often be tested "by analogy" to physical-movement games. Think: testing a design for a new FPS, by designing the mechanics as a set of LARP-y mods over paintball/airsoft/lasertag.

For a reflex-based video game where the player avatar is expected to be superhuman (e.g. most platformers/adventure games), you might not be able to test the mechanics directly, but you can at least create paper rubrics — e.g. threat-radius circles for attacks. You can then do level design by building physical dioramas out of blocks (Lego — esp. Technics, to have parts of the diorama move — is great for this!) and then "testing" using your paper rubrics to ensure each course is at least possible. This isn't so great an idea — unlike the previous prototyping strategies, this one won't really indicate whether your game idea is fun to play — but it's at least something you can do to iterate on an existing game concept without constantly having to program in each new marginal idea.

The only kind of game that's near-impossible to prototype without actually programming anything, is an "artsy" game where the mechanics play with lighting / mirrors / illusions / etc. in a way that doesn't line up with things that are physically possible in the real world. So... don't try to design one of those as your first game. :)

Re: Making small games, which is fun in itself

#24
post #22
post #18

Earlier quoted context omitted.

Just start with a framework like Godot. There are plenty of tutorials online. If you really want to go low level with it, though, my personal sweet spot is C, Lua/LuaJIT and SDL2. Although practically speaking C++ is probably better.

I will keep that in mind, thanks. My initial research suggest that Godot games are written in C#. Since you use C/SDL2, do you code directly your own OpenGL engine?

I don't use OpenGL. I probably should, and this year I'm planning on getting into Blender and 3D (but through Godot) but everything I do in SDL is 2d and sprite based, and SDL handles pushing the triangles/quads on its own.

Also, Godot games are also written in its native scripting language (GDScript) and it supports other languages, although I don't know how well, or how up to date anything is.

Re: Making small games, which is fun in itself

#26
post #18

Earlier quoted context omitted.

Just start with a framework like Godot. There are plenty of tutorials online. If you really want to go low level with it, though, my personal sweet spot is C, Lua/LuaJIT and SDL2. Although practically speaking C++ is probably better.

I would highly recommend starting with a fantasy console such as Pico-8 or TIC-80. They remove the temptation to start by building a game engine from scratch, and instead help you focus on actually creating games! Plus they have great communities, complete docs, and simple apis.

Yeah, one of the traps I find myself falling into a lot is that the act of writing code itself can be satisfying enough, and fear (of finishing, complexity and failure) can lead to just spinning your wheels for a long time.

Re: Making small games, which is fun in itself

#27
I learned a lot about Rust by making games with Bevy and writing down everything I learned: https://taintedcoders.com/

The smaller the game the more likely you are to finish. I usually started with making the movement fun and then developed some game like concepts around it.

I also highly recommend starting by making simulations instead of games as when you're alone they are still a blast to see come alive. Building boids is a fantastic exercise I do in any new engine.

Re: Making small games, which is fun in itself

#29
post #23

I've learnt that Game Designing and Game Development are two very different things. You need a creative mind to know what mechanics will be tight and grab the audience. Development on the other hand requires ruthless execution. hence imo in the beginning, it's best to recreate existing games with atmost a small twist. This makes sure i'm learning one craft adeptly before moving to the next. Here's a freeboard of a ga…

> hence imo in the beginning, it's best to recreate existing games with atmost a small twist ...if your goal is to do game development. If your goal is to do game design , though, then the place to start is making paper prototypes of your game mechanics. Almost anything turn-based can be prototyped on a tabletop with stuff you have lying around the house, and some rules about how you and your friends should move thin…

Having tried to get on board with and use paper prototypes for digital games I’d largely disagree with this. Unless the mechanics are complementary to a board game then you’re largely not going to learn anything useful working this way. I’ve found that even in the case of digital games that do have good parity you learn a lot more as soon as you ditch paper and start working in the native format. With the reflex case this just gets worse, as the prototype medium gets ever further from any congruence to what you want to make.

There’s just too much missing in what it feels like to play the game. From the affordances digital games have, to the feedback and automated book keeping.

Re: Making small games, which is fun in itself

#30

I've learnt that Game Designing and Game Development are two very different things. You need a creative mind to know what mechanics will be tight and grab the audience. Development on the other hand requires ruthless execution. hence imo in the beginning, it's best to recreate existing games with atmost a small twist. This makes sure i'm learning one craft adeptly before moving to the next. Here's a freeboard of a ga…

In professional game creation (trying to avoid the two "D" words you used here) the two are intertwined. You need to iterate on design, and to do that you need to develop. Basically no professional game comes out as it was originally envisioned, and oftentimes a nearly complete version is tossed out because it just sucks too much.
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