How to start gamedev?
Pick up a simple game engine (optional) and you figure it out on the way. You don't need to wait for a Prince on a white horse to come and give you a book about how to do clean code.
#gamedev #indiedev
Pick up a simple game engine (optional) and you figure it out on the way. You don't need to wait for a Prince on a white horse to come and give you a book about how to do clean code.
#gamedev #indiedev
Comments
Xaser, sir – Xa-sir – you are a fucking treasure.
Also? Take shortcuts. Borrow code and methodology. Use hilariously awful art. Get it out of the abstract fast and into a format that lets you wiggle things and see how things wiggle better over time. Make things you'll never use. Play!
Of course learn, but even if it isn't made very well it's still made.
In the immortal words of an arguably benevolent narcissist, go make games.
1. Start by defining metrics. Mario would be unplayable if the block sizes varied.
2. Build on grid and keep your floats small because large ones take more compute.
3. Read Mahk LeBlanc's Mechanics, Dynamics, and Aesthetics white paper.
4. Naming Conventions!
That path is not for everyone, but if you can utilize universities. You'll have an immense edge
I'd say get good school grades. Continue your education at college/university. Explore what you find interesting and start thinking about a specialisation. Get in early at triple A or high budget indies. Work the factory line for a while. Then be a G.D.
Halo 2, Dark Souls, and Pokémon Red/Blue have absolute spaghetti for their source. That does not stop them from being awesome, however.
I've grown up on computers I was very surprised how quickly I got thrown by stepping outside my knowledge base.
Working on it, just not fast.
To try to solve that I'm leaning a bit harder than maybe is necessary to the research/ learning aspect.
Go do something.