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Making Games on Your Own as an Engineer

blog.eyas.sh

41–50 of 68 posts

Re: Making Games on Your Own as an Engineer

#41

I don’t think it’s bad advice but having shipped multiple (really bad) games, I think it misses the two biggest/best pieces of advice I’ve gotten: 1. GDDs are probably a distraction if you’re a solo dev - prototyping and grayboxing a lot and looking for the fun mechanics without any art/music/story to get in the way or distract is essential 2. If you’re truly just starting (and don’t already have a sense of fun), abs…

GDD=Game Design Document

Re: Making Games on Your Own as an Engineer

#42

Hey, this is just the sort of thing I'm interested in. I'm an experienced programmer who has no idea what I'm doing with Unity. Unity's tutorials are surprisingly great, but they tend to start with "okay, so a 'variable' is..." and I have to skip forward a bit and just want to know "okay, but say I already know how to program, what's the right way to program with Unity?" I've found very little on that topic, and unfo…

I find the best way to learn is by just building. You quickly run into questions, which can then be resolved one by one. But having said that, here's some tips. There's no single "right" way, but depending on your game idea you'll run into your own challenges and issues. Learn what GameObject's and Components are and how they work. In Unity you have MonoBehaviour derived classes, but then you might also want some of…

... all this and no mention of Scriptable Objects? Not sure about this

Re: Making Games on Your Own as an Engineer

#43
post #38

I hate what mobile has done to the web. The text on this blog is huge and sparse, and two of the pictures take up more than 100% of my vertical screen space. When did people forget about desktop browsers????

Sorry to hear that. I write/preview on desktop first and typically like the legibility that comes from the line spacing, etc. What would you change to make this a better desktop experience for you? Less of the full-width photos? Text that spans wider, or just lest line spacing?

If it was me I'd delete both large photos (neither relevant to article) and zoom out to 80%.

I'm not sure what PC you're using but full-width is not nearly as egregious as full-height. On my 20" 4:3, the first photo is almost exactly 100% height, second is perhaps 120% height.

Are people surprised by this stuff? I can't be just an old coot shaking my fist at the kids on my yard. Compare the blog to HN, side by side. Or Wikipedia. Or Washington Post. Look at the content density side by side.

Re: Making Games on Your Own as an Engineer

#44

Derek Yu, the creator of the Spelunky series among other things, has just published a blog post on his experience with developer archetypes: https://www.derekyu.com/makegames/archetypes.html Recommended short read, I'm sure you'll find yourself here and relate to your non-indie-game-developer self too!

Wow, this article is great, it could be its own HN submission.

Another archetype similar to "Burrowers" are "Architect Astronauts" - when you try to generalize every problem and create a portable universal solution to it

Re: Making Games on Your Own as an Engineer

#45
Good article - it's a useful distinction whether you're building something to sell or something for fun.

One resource worth mentioning is: https://www.researchgate.net/publication/228884866_MDA_A_For.... Working backwards from the desired kind of game you want to make based on the 8 categories this paper talks about (sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission/abnegation) can give you a clearer way of measuring success than whether you did a good job implementing whatever mechanic you thought of.

Another thing the article doesn't mention that I think can be valuable for software engineers is doing paper prototypes. As engineers, we often think about producing code as the only way to build prototypes, but sometimes you can get mileage from testing a game mechanic through much cheaper to produce paper prototypes of the game (or a part of the game).

Re: Making Games on Your Own as an Engineer

#46

if you are an engineer strapped for time, don't disregard using html + canvas + a canvas game library to build your thing. html input layer and javascript glue is a order magnitude more efficient than building a guy in a game engine, so unless you specifically want to push into 3d excellence and require full access to gpu performances and features, it can save a lot of tedious work. I've tried both unity, godot and t…

Did you use a libary or anything like that? Or the API's directly? I love the idea of being able to do more with tools I'm comfortable with :D

(not your parent poster) I used P5.js for an Asteroids clone and an add on (P5.game) for a Galaga clone. Both had good primitives and it wasn't too hard to write a game-tick for-loop that ran the game logic.

Re: Making Games on Your Own as an Engineer

#47
(Exactly) three months ago I quit my job to work full time in my game. I've yet to know how well It'll do. But maybe my input can help.

# Do. Then do it well.

I usually work like this:

  1- Hack something as quickly as possible

  2- See if it "works for the game"

    - If it does, GOTO 3

    - If not, abort and go do something else

  3- Refactor, re-architect and polish
# Make it so that you can iterate FAST

Being able to change and test an element or a feature individually is crucial.

I have taken a data driven approach to some of the game elements. So I have a big JSON file with the data of monsters and moves. When iterating, I simply change values here, relaunch the game and check if I like the result. I also use this file for "design debugging", starting in a later level, making the character immortal, etc.

I'm using Godot, where each custom element can be a Scene. This means that if I, for example, create my special kind of button, this button is a Scene and I can run it on it's own.

I also have code that runs only when running as scene like this. I usually add buttons of keyboard input handlers to "simulate interactions" with the element.

# Everything is a prototype

Nothing is set is stone. Nothing is final. Everything is a prototype.

Many times, a new mechanic changes completely how the others feel. Don't be afraid to change previous elements to accommodate the new one.

The same applies to code. ATM I'm in my third "rewrite" of my game's Battle UI and UI logic. The new UI arrived[0] and it was somewhat different of the old one. I just create a new file named "NewBattleUI" and start copy pasting and changing stuff from the old one.

Don't get attached to anything.

# "Feel" is the objective

woko and yetihehe's shared talks explain this way better that I can: https://news.ycombinator.com/item?id=26247832 https://news.ycombinator.com/item?id=26248964

My game has a Pokemon-like battle system. After watching those talks I implements visual effects for the moves. They changed nothing for the "raw numerical gameplay" but totally changed the feel of battles.

# Post Scriptum

My game is called One Way Dungeon. It is a linear dungeon crawler with Pokemon-like battles. It's being developed for Android, but you can try the latest web build here: https://vaskivodev.gitlab.io/onewaydungeon/builds/2021-02-19...

[0] I've hired a UI/UX designer to help me design it.

Re: Making Games on Your Own as an Engineer

#48
post #12

The "architecting systems" vs "developing a game" point really hit home. When I've attempted to make a game myself I've ended up developing - a night-sky pixel-art generator based off of night-sky data from SIMBAD. This was seriously overengineered and had an excessive amount of undergrad astrophysics involved. I spent weeks on this and in the end the core gameplay was not even developed!

Sounds amazing, restructure your view of it as a "Toy/Tool" rather than as a "Game" and release it :)

Yeah, that would be an amazing thing to release under a permissive license (with attribution!) for other devs to work with!

Re: Making Games on Your Own as an Engineer

#49

Hey, this is just the sort of thing I'm interested in. I'm an experienced programmer who has no idea what I'm doing with Unity. Unity's tutorials are surprisingly great, but they tend to start with "okay, so a 'variable' is..." and I have to skip forward a bit and just want to know "okay, but say I already know how to program, what's the right way to program with Unity?" I've found very little on that topic, and unfo…

I find the best way to learn is by just building. You quickly run into questions, which can then be resolved one by one. But having said that, here's some tips. There's no single "right" way, but depending on your game idea you'll run into your own challenges and issues. Learn what GameObject's and Components are and how they work. In Unity you have MonoBehaviour derived classes, but then you might also want some of…

I think your first sentence is correct. And that maybe you should have stopped there. Spending ages trying to do things "the right way" instead of just hacking it together and actually learning is what makes it hard to get going. Basically making your own framework on top of Unity (as per your tips) is not the best way to start.

Re: Making Games on Your Own as an Engineer

#50

Good tools and resources for indie game devs: Sfxr, Blender, The Gimp, git or P4, Visual Studio, itch.io, TurboSquid, freesound.org

Also:

https://opengameart.org (open art collection)

https://www.beepbox.co (music sequencer)

http://www.roguebasin.com/index.php?title=Finding_graphical_... (tilesets)

http://grafx2.chez.com/ (pixel art program)

http://www.wings3d.com/ (3d modeler, easy to use)

http://spiralgraphics.biz/packs/ (tiling textures)

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