I've always loved video games since I have on a friend's computer in the afternoon to read to elementary school. There is something magical about the fact that there are moving pictures and interact with virtual worlds, has a fantasy life for us, but we interact with favor. Also, I always wanted to make games myself but, until recently, lacked the technical knowledge to do so. Now I'm a second year softwareengineering student, I was not able to have a game without too many dramas code thing radically wrong. But what about the common person: the person on the summons, the loss of long-term memory "pictures of his grandfather," pipeline "is the place where the water flows, and 'blitting' is never see? Now, everyone can get their hands on to get the development process of the game, and you do not even need to learn "to do real programming.
So whereGames start? With an idea. Games, like any fiction, require an idea to success. Of course, so you can just sit down and write a story without foresight, you can jump in and slap together a game. However, if you're lucky ridiculous, the best works are usually those who have good ideas in the race.
There are two methods of project planning. You can choose from a technological point of view and knowledge about your project on top to start this, or you can simply gothe project, adding many features and ideas you want, then delete those who can not use if you have the technology to implement the game decided. In general, the second type is probably the best to go in the design of games. When you begin, however, is the first option will save you many headaches.
So for a first game it has a rather simple. Do not get me wrong, the ideas of crazy-go-nutsare fantastic and there should be more due to their being, but will not be able to provide a mortgage real world with fifty billion virtual people all interacting real time with your actions affecting the future of butterfly Create 'virtual universe, if it is your first game is. Really. Many people try to my knowledge no one has succeeded. Imitation is the best way to start. simple games like "Space Invaders", "Tetris", "Pacman"or "Pong" are excellent places to start. All are largely simple to create but have some inherent difficulties. "Pacman," for example, requires search path for the ghosts. I recommend you start even simpler than the first attempt. "Space Invaders" is a good place to go You can use a simple game and make it complete, to pass without much effort and is almost infinitely expandable.
If you're stuck for an 'idea to choose a genre you like. DoYou love adventure games like "Monkey Island", "Grim Fandango", "Space Quest", "King's Quest, etc? Design one of them. You are the fighter like Street Fighter, Tekken, Soul Calibur, kombat, mortal "and so on? with the idea of coming. Do you like shooters as Quake, Doom or Half Life? "I do not recommend it as a first draft, butYou can always give it a go. Feel free to be as generic as you want, is a learning experience after all.
Now that you have your idea, it's time to expand. Do not worry about the technology, or because you do not know how to actually implement a game for the moment, just take a sheet of paper and a pencil and crazy ideas. Describe the main characters of the game, goals, interactions, history and key bindings, you may think. Make sure you have enoughShow everyone to read and play notes in the head with a relative precision. Changing game design during coding is almost always a bad idea. Once that is resolved, must stay together until the stage of development goes (I then) or you are probably in the "Hell of development where the project goes ahead, and get the job is less and less results.
After this period, the creation of your game,You should have the following:
- A written description of obscure characters in the game and perhaps a sketch or two (they are space ships, yellow circles cars or the prince of the kingdom Falgour you need to know who or what are the players and they compete against)
- A written description of the story (if there is one, is not too critical, "Space Invaders" or "Tetris," but for 'Uber Quest: The Adventure of Awesomeness' is areally good idea)
- A description of the game, writing or storyboard. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows the flow of action and short written descriptions detailing the events that occur in the image (Because some of us are not fantastic artists and our images a little room for interpretation ... .. .)
Now you have an idea on the meat, it's time to work on how this all together.So you've arrived at this point and are worried that you fear for years learning complex programming languages to implement your idea, not you! Others have already taken the difficult steps for you. There are many RAD (Rapid Application Development) tool for game development, some of which are available online for free. Some of them need to learn a scripting language "(a simple programming language for a particular task done)But in general it is not too complicated or involved. I prepared a short list of some of these I found at the end of this article. free ones are listed first organized style of play
Well, that would be enough to make the departure should be noted when creating your game the most important thing if you have changed so much that needed to complete the game, many people start a project and then lose interest and fail, or they continue a newProject after another without anything equipment. Start small, build a functioning (albeit simple) game that is completely against everything. If you lay down to get to this point, there is always a lot of things you want to edit, etc. but you will feel great to know that in its way, finished.
From that point, you must start tweaking phase. Play your game a few times and ask others to do the same. Take note of what is not funny, or you might be better to change, andThings here. At this stage it is more important than ever to keep backups of previous versions, so that if a change does not work you can go ahead and try something else without losing the work. At this point you may use any new features, improved graphics and sounds, whatever you want, safe in the knowledge that you work on solid foundations.
Are you satisfied with your game why not share with the world? There are many places to get cheap or freeHost your files for you and then you can jump on link lists and forums and let you know all of your Foundation. Well, I hope it was a useful introduction to the art of creating games. There's a lot of fun, and may open new avenues of artistic expression to explore. Join us and enjoy!
General Game Creation:
(Tools that allow easy access to many different types of game)
(Games like Monkey Island, Kings 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/
role-playing games (RPGs):
(Games like Final Fantasy, Breath Of Fire, Diablo)
RPG Tools: http://www.toolkitzone.com/
(Games like Street Fighter, Mortal Kombat, Tekken, Soul Calibur, etc.)
MUGEN (unfortunately the site is mostly in French): http://www.streetmugen.com/mugen-us.html
(Games, 2D games like Mario, Sonic the Hedgehog, Double Dragon, etc.)
Scrolling Game Development Kit:http://gamedev.sourceforge.net/
There are many others available. A particularly useful site to find tools game: http://www.ambrosine.com/resource.html
Also note, although not freeware, are excellent tools for developing games Clickteam available at: [http://www.clickteam.com/English/]
And Klik & Play The Games Factory, in particular the programs for a look, download free demos.
If you really want to do things andProgramming the game itself, there are some excellent programming resources available at the following locations:
Java Game Programming:
http://fivedots.coe.psu.ac.th/ ad ~ / JG /
Visual Basic Game Programming:
] Http: / / [markbutler.8m.com/vb-tutorial.htm
C + + GameProgramming:
http://www.rit.edu/ ~ jpw9607/tutorial.htm