Posted 31 October 2005 - 08:33 PM
Posted 31 October 2005 - 08:40 PM
1) Figure out what you want to do (type of game?). :)
2) Find the obstacles towards that goal
3) Iterate slowly, developing your skills, until you reach whatever #1 turns up. :)
If #1 turns out to be something huge, you might want to put that on the backburner while you grow your skillset some, by doing small little games in the meantime.... But it's still good to have that big picture in your head!
Posted 31 October 2005 - 08:44 PM
sort of magical and medival in a certian sense
I don't actually know where to start at all
Posted 31 October 2005 - 08:52 PM
Are you a programmer? have you ever programmed before? are you an artist? What's your aptitude for these things?
Depending on your answers you might need a lot of self-educating (on programming, or modelling, or whatever you need), or you might just need to tune your head to the differences between whatever programming you're used to to game programming.
Posted 31 October 2005 - 08:56 PM
Posted 31 October 2005 - 09:06 PM
Python seems to be an easy language to start with:
GIMP is good for making sprites:
With those links and google, you're ready to make your Tetris clone!
Posted 31 October 2005 - 09:40 PM
ive got three people including me
ok considering i only started considering this today
all three of us are good at desinging etc and one of the guys is good with programming and i can learn
so looking a nice little balance
Posted 01 November 2005 - 03:01 PM
If you have one strong leader that's willing to shoulder a lot of the vision and managerial work, the team will work.
Conversely, if you have a team solely for the fact that people feel safety in numbers, generally not a lot of work will get done and people will use the 'team' as a way to hide things.
Only you can judge the state of your team, but make sure that someone has vision and determination, so the others can follow and get bolstered by that fact.
Posted 01 November 2005 - 04:33 PM
Posted 01 November 2005 - 05:33 PM
Posted 01 November 2005 - 05:39 PM
You also want to make sure you don't have a bunch of rogue coders going at stuff willy-nilly either. We coders are a renegade bunch. :D
Posted 01 November 2005 - 06:18 PM
Then from there I would look into a book like Sam's Teach Yourself Game Programming in 24 Hours or something like that. They'll help you develop an engine and. Well actually I never got past chapter 7 in that book because once the engine was developed I got bored with his games and wanted to make my own. Also, if you're going to use a book like that, I recommend ignoring the classes he writes and try writing them yourself first. Then you can compare them when you're done, but having that blindfold on means you'll learn a helluva lot more than you would by just copying his code. Although I did pretty much just copy his windows code word for word because I don't care to learn that stuff.
Posted 03 November 2005 - 09:47 PM
btw im m8 of fraz
Posted 03 November 2005 - 10:18 PM
I'd still recommend having a pet project or scripting action you want to do, and then using the tutorial as baby-steps to get you there... But that's always a hard one to do. :)
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