I've always loved playing video games, ever since I first played them on a friend's computer in the afternoon after elementary school. There's something almost magical about the fact that we can move images around and interact with virtual worlds, "he says. I've always wanted to make games myself, but until recently, did not have the technical knowledge to do so. Now, I'm a second-year software engineering student, so if I weren't able to code a game without too many dramas there'd be something drastically wrong. But what about the common person: the person for whom the term & # 145; memory leak & # 146; conjures up images of their grandfather, & # 145; pipeline & # 146; is where the water flows, and & #; blitting & # 146; is unheard of? Well, everyone can get in on the game creation process, and you do not even need to learn & real; programming to do so.
So where do games start? With an idea. Games, like all fiction, require an idea to be successful. Sure, in the same way you can just sit down and write a story without foresight, you can jump on and slap a game together. However, unless you get ridiculously lucky.
There are two methods of planning a project. You can start building your project on top of that or just go for the design, add as many features as you like, and then remove the ones that you can & # 146; t use when you & # 146; ve decided on the technology you're going to implement the game with. In general, the second type is probably the best one to go with when designing games. When you're first starting out, however,
So, for a first game you're going to want a pretty simple idea. Do not get me wrong, crazy-go-nuts game ideas are fantastic, and there should be more of them out there, but you're about to create a real world simulator with fifty billion virtual people all interacting real time with their actions having a butterfly effect on the future of the virtual universe when it & # 146; s just your first game. Really. Many people try it; none that I succeeded. Imitation is the best way to start out. Simple games search as & # 145; Space Invaders & # 146 ;, & # 145; Tetris & # 146; & # 145; Pacman & # 146; or even & # 145; Pong & # 146; are great places to start. All are quite simple. & # 145; & # 146 Pacman; for example, requires path finding for the ghosts. I recommend that you start even simpler than that for your very first attempt. & # 145; Space Invaders & # 146; It's almost infinitely extensible.
If you're stuck for an idea, pick a genre that you enjoy. Do you love adventure games such as Monkey Island, Grim Fandango, Space Quest, King & # 146; s Quest & # 146; Etc.? Design one of those. Are you into fighting games like? Street Fighter ?,? Tekken ?,? Soul Calibur ?,? Mortal Kombat & # 146; Mortal Kombat & # 146; and so on? Come up with an idea for that. Do you like first person shooters like as & # 145; Quake & # 146 ;, Half Life & # 146; or & # 145; Doom & # 146; I do not recommend it as a first project, but you can always give it a go.
Now that you've got your idea it's time to flesh it out. Feel free to post as much as you like. Donâ € ™ t worry about the technology or the fact that you can not know how to do it. Describe the main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that you can read through the notes and play through the game. Changing game design during the coding process is almost always a bad idea. Once it's set, it should stay set until the tweaking phase (I'll go into this more later) or you're likely to enter the development goes on and on;
At the end of this period of your game creation, you should have the following:
– A written outline of the game & # 146 [sic] characters and possibly a sketch or two [sic] (1945)
– A written outline of the story (if there is one, this is not too vital for & # 145; Space Invaders & # 146; Tetris & # 146 ;, but for & # 145; Uber Quest: An Adventure of Awesomeness & # 146; sa, it's a really good idea)
– A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in action with the words in your image (because some of us are not fantastic artists and our images can be a little & # 133; open to interpretation & # 133; 133;)
Now that you have a fleshed out idea, it's time to work out. If you've been to this point and are worried that you're going to spend years learning complex programming languages. Others have already done the hard yards for you. There are many RAD (Rapid Application Development) tools available for game creation, a number of which are available for free online. Some of them still require you to learn a & # 145; scripting language & # 146; (a simplified programming language made for a specific task) but in general this is not too complicated or involved. I've come to the end of the article. The free ones are listed first, organized by game genre.
Well, that should be enough to get you started in the creation of your game. The most important thing to remember once you've gotten this far is that you need to complete your game. Many people start a project and then lose interest and it fails. Start small, build a working (if simple) game that is, above all else, complete. But you'll get a great feeling from knowing that it's in its way, finished.
From this point, you can start the tweaking phase. Play your game a few times and ask others to do the same. Take note of what is not fun or could be better and change things here. At this stage, it is more important than ever to back up backups so that if it does not work you can go back and try something different without losing any of your work. It is at this point that you can add all new features, improve graphics and sounds, whatever you please, safe in the knowledge that you're working on a solid foundation.
When you're happy with your game, why not share it with the world? There are many places you can go to and you will know about your creation. Well, I hope this has been an engaging introduction to the art of creating games. It's a great deal of fun, and you can find new ways to express yourself. Jump in and have fun!
(Games like Monkey Island, King's Quest, Space Quest, etc.)
Adventure Game Studio: [http://www.bigbluecup.com]
3D Adventure Studio: http://3das.noeska.com/
ADRIFT (for text adventures): http://www.adrift.org.uk/
(Games like Street Fighter, Mortal Kombat, Tekken, Soul Calibur etc.)
MUGEN (unfortunately the site is large in French): http://www.streetmugen.com/mugen-us.html
Side Scrolling Games:
(Games like the 2D Mario Games, Sonic the Hedgehog, Double Dragon, etc.)
The Scrolling Game Development Kit: http://gamedev.sourceforge.net/
There are many others available as well. One of the most useful tools for finding game creation tools is http://www.ambrosine.com/resource.html
So of note, although not freeware, are the excellent game creation tools available by Clickteam at: [http://www.clickteam.com/English/]
Klik and Play and The Games Factory
excellent programming resources available at the following locations:
Visual Basic Game Programming:
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Source by Daniel Punch