How to get into game development

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You can make games too!

So you’re playing your favourite game, happily shooting/slashing/shredding/scheming your way to victory, when you’re suddenly struck with a moment of genius – “This shooting/slashing/shredding/scheming would be a lot better if...”

Everybody has these moments of game design inspiration, whether this masterstroke of genius is a realisation that the spiky-looking gun really needs to shoot lightning and shurikens, that those panthers would be much cooler if they fired lasers out of their eyes, that it would totally rock if players could play drums and guitar, or that the world really needs a third-person strategy game where your primary resource is the souls with which you summon your units.

And, because everyone has these moments of game design inspiration, ideas are cheap, and the gaming industry is full of proof that good ideas don’t necessarily make good games; what really matters, in fact, are the implementations of those ideas. But the good news is that the tools and knowledge required to make ideas into something you can play are cheap too. In fact, most of them are free!

What’s your point?

That means that any layman armed with time and an idea can make that shooter/slasher/shredder/schemer he envisioned. You don’t need to be a programmer or that nerdy guy with glasses who aced every Computer Studies exam in high-school – all you need is a bit of dedication and a willingness to learn. And a place to go for help when you get stuck.

But we live at the end of nowhere, what can we possibly do from here?

Despite being at the end of nowhere, South Africa actually plays host to two sizeable and established game development communities: Game.Dev, sharing experiences from their NAG Online sub forum and through Dev.Mag; and SA Game Development, with their more technically-oriented focus.

That’s all well and good, but it’s not really helpful. How do I actually make games?

There are tons of ways to get into game development, but the best one is to actually make games. Which is easier than it sounds:

1.    Download Game Maker from YoYo Games.

2.    Follow the beginner-level tutorials to learn your way around the program and its fundamentals.

3.    Turn your idea into a real game.

And while you’re doing that, take some time to set up an account on the Game.Dev forums, introduce yourself and share your game idea. Game.Dev’s focus on using simple, rapid development tools makes it an ideal starting point for beginners; these guys will offer help specific to the problems you will encounter and advice well beyond the generic guidelines offered here.

This sounds all rose-tinted. What’s the catch?

There’s just one, and it’s about realism. Triple-A game studios consist of hundreds of professionals. You are one person; one person could make Doom 4, but you’re not going to do it before id Software have started on their seventh incarnation. Which doesn’t really do you much good at all.

Of course, this doesn’t dissuade indie developers from their craft, nor does it prevent them from realising the flexibility that is their advantage. Lone developers have created games like Spelunky, The Cleaner and Iji (each one crafted with Game Maker) achieving critical success with all of them; and it’s all down to effort and dedication.

So the next time you’re shooting/slashing/shredding/scheming your way into new game ideas, stop and think about it seriously for a moment.  And then make it real, because anybody can do it.

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Comments (8 posted): Comments (8 posted):

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Matt
Matt
on 26/11/2009 04:35:19
Seriously? Are you recommending people use gamemaker. Don't even waste your time people. The only way to properly enter into game design is through hard work. The best way would be through XNA and C# because its relatively easy and doesn't fool people into thinking that everything is point and click with a lot of the code you actually do being done by the framework.
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Duncan
Duncan
on 26/11/2009 05:42:25
Matt are you serious?

Yes Gamemaker does have its flaws, but for someone to BEGIN to understand how games are made, Gamemaker is a start. XNA is brilliant dont get me wrong, but for people who hardly have any clues on programming I think GM is a better start. GM also doesn't only support click and drag, in fact 90% of the users on the forums create tutorials and how to use code instead of the click and drag.
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James
James
on 26/11/2009 06:01:42
Thanks Duncan, that's exactly the point I wanted to make.

Everyone has to start somewhere, and Game Maker is a good point from which to get a grasp on the fundamentals, and have a bit of practice implementing a game from concept, through design, and finally execution.

Once people have realised they have the knack and/or passion for making games, they can move on to something more complex.

Keep waving that banner Claudio ^_^
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Confused
Confused
on 26/11/2009 07:41:04
Are you ladies finished?

Okay, so everyone should go with Game Maker.

Wonderfull
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Nic Simmonds
Nic Simmonds
on 26/11/2009 08:44:31
Well, game maker is laughed at by many professional game makers, but there seems to be no denying that it is the best entry level platform for people starting from scratch.

If you start their, and get involved with the various communities listed, then I am sure you will learn about the more advanced tools when you are ready.
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Opportunist
Opportunist
on 26/11/2009 09:53:34
Look at it this way at least the article did not recommend RPGMaker 2000...
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Claudio
Claudio
on 26/11/2009 13:19:09
As someone who's worked in everything from C to Java to Python to Delphi to C# and XNA, Game Maker is, without a doubt, the best place to start; anyone questioning its capabilities hasn't actually tried using it long enough to realise what it's capable of. I mentioned Spelunky and The Cleaner for a reason. Check them out, and then come back and say Game Maker is useless.

While you're not doing any programming in GM, you still have to understand fundamental concepts of how a game actually works, like the game loop and how to handle real-time programming, even if you don't spend much time looking at code. And because you don't have to worry about how your collision detection and all the subsystems work means you can focus on making an actual game, instead of spending months building a fancy framework that draws a triangle on your screen. Because, frankly, even once you've built engines from scratch (which I have done), by the time you get to making the game, you're at the same point you'd be at had you used Game Maker from the very beginning: you don't want to care -how- your engine works, just that it -does-. Which means it doesn't matter if you wrote it, or Overmars did.

And learning all these fundamentals means you're still gaining skills and knowledges that can be put into practise should you decide to venture towards the Big languages in game programming, like C++. Basically, I stick to my recommendation. If game development is your interest, and you have no programming background, Game Maker is the place to start. Advocating that you make things hard for yourself is just going to dissuade people who would otherwise be making cool stuff.
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dislekcia
dislekcia
on 26/11/2009 21:59:55
Actually, I advocate Game Maker even if you do have extensive programming experience. The reason being that writing games is extremely different to writing pretty much anything else, the frameworks that GM gives you is truly incredible in both scope and flexibility. Plus, as someone comfortable with code, you'd be able to dive right into the exhaustively documentation and experiment with advanced functionality like networking, dynamic render targets and DLL integration.

P.S. I've never met a game developer that laughs at GM. They're usually too busy poking the resulting game to comment on what it was made in ;)
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