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How to write a 48-hour game in just 2 years (2013)

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Re: How to write a 48-hour game in just 2 years (2013)

#2
Thank you for sharing this!

> Don't build an engine instead of a game

Only too true... That's a trap I always fall into. I guess programmers are so hard-wired to abstracting problems they that need solving they end up doing a lot of abstracting and very little solving. (Compulsory xkcd: https://www.xkcd.com/974/)

Re: How to write a 48-hour game in just 2 years (2013)

#3
I recently released my first real attempt at a small game beyond the asteroids clone scopd. And what I feel like I could do in 2 weeks. Took a full about a year. Several month breaks and many things just being tremendously more time consuming than projected. Fully appreciate and understand this. Part time game making is difficult especially for new game devs.

Re: How to write a 48-hour game in just 2 years (2013)

#4
"48 hours later my iPhone was displaying a black screen with a white triangle on it. Clearly my limits were being tested."

That reminds me of http://rampantgames.com/blog/?p=7745:

"In the main engineering room, there was a whoop and cry of success.

Our company financial controller and acting HR lady, Jen, came in to see what incredible things the engineers and artists had come up with. Everyone was staring at a television set hooked up to a development box for the Sony Playstation. There, on the screen, against a single-color background, was a black triangle.

“It’s a black triangle,” she said in an amused but sarcastic voice. One of the engine programmers tried to explain, but she shook her head and went back to her office. I could almost hear her thoughts… “We’ve got ten months to deliver two games to Sony, and they are cheering over a black triangle? THAT took them nearly a month to develop"

Re: How to write a 48-hour game in just 2 years (2013)

#5
It can take a long time just to get the opengl type programming understood. I've been studying this: http://lazyfoo.net/tutorials/SDL/index.php which I think does a terrific job explaining many of the important concepts while at the same time giving you useful outline code that you can use to quickly prototype your game. Best of all you supposedly can port this to many devices (it's an SDL tutorial).

Re: How to write a 48-hour game in just 2 years (2013)

#7
post #2

Thank you for sharing this! > Don't build an engine instead of a game Only too true... That's a trap I always fall into. I guess programmers are so hard-wired to abstracting problems they that need solving they end up doing a lot of abstracting and very little solving. (Compulsory xkcd: https://www.xkcd.com/974/ )

This is one of the reasons Unity has become so popular in the industry - from a project management point of view, it makes sure that programmers don't start yak-shaving and building tech that's already been built a thousand times by other people.

It certainly has its warts, esp when going into full production, but at least in early development it's really good at making sure you're only building what's unique to your game.

Re: How to write a 48-hour game in just 2 years (2013)

#8
"By the time I'd downloaded the new version and fixed various issues it identified with the project format I'd run out of time and energy to continue."

Haha. About a year ago I went through 6 hours of updates to get a python script to create mouse and keyboard inputs (moving the mousing and typing to interact with gui apps). After that I called it a day and have barely touched the project since.

Re: How to write a 48-hour game in just 2 years (2013)

#9
I got a similar story for a mod I am working on in factorio. Unfortunately, I have yet to see anybody using it in any real capacity(including myself, ironically).

The reason is simple, I believe? Nobody knows how to use it beyond myself.

Even if that isn't the case, I still need to work out a tutorial anyway.

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