You can download this guide for free at :
http://www.mediafire.com/download/m60diph7ea65mo2/GameDevelopment101
This
guide was created with help from the following game developers:
Robert
Nemet-Robby
Christian
Smith-SuperSmith18
Brendon
Dutton-Porkchop Productions
Chase
Brey-GamerFreq
This
guide was organized by:
Grant
Sullens-AnEducatedGuy
NOTICE:
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©2013-Grant
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This
guide will start where most things start, an idea in your head. You
must know where you want to walk before you start walking there.
Making a game is no different. Come up with a good idea and build on
it. Come up with plot, characters, and background dynamics for your
idea. It helps a lot to have the basics ironed out in the early
stages, as to not cause any hiccups in the later ones. The most
important thing about your idea is that you have to be excited about
it. The last thing you want to do is lost interest in your idea after
you have done all the work! Lets see what some developers have to say
about Step 1.
Christian
Smith says: Have
an idea of what you want your game to be. Before you start doing
anything that involves game programming, you must have the game you
want to create pre-planned. Let's face it, jumping into a game
development software without having an idea of what you want to do
can be pretty awkward. To prevent this from being a problem, you
should always have a brainstorm idea for your game.
Brendon
Dutton says: Start out with some small idea you created, and make a
mockup of a game screenshot. Once you know what you want the game to
look like, you can figure out how it’s going to play. It’s
important to remember not to stick too close to your original mockup,
though. If you want to change something halfway in and discard your
plan, that’s okay too.
Robert
Nemet says: Make it interesting, and write down whatever idea or
story you believe would be your game in the future. This way, you
should be able to track how your game begins its course.
Chase
Brey says: Make sure your your idea is something original; don't copy
or take ideas that have already been done before. Always make sure
your idea is something you know you can create and bring it to life
in your game because if you try to make something you know will be
too hard for you it will end up failing. But most of all don't just
come up with one idea. Think of a bunch then choose out of those
because sometimes if you just go with the first idea that came to
your head you'll end up realising that it’s not as good as
something else you just thought up.
Side
Note: Complete Originality
Brendon
Dutton says: Mr. Brey stressed the importance of not copying someone
else’s game. However, so many games have been made that it is
virtually impossible to make something completely
original.
For instance, my current project (Blockford Adventure) is very
obviously inspired by Super Mario games and other 2D platformers.
That’s okay, though, because those games are great and there is
nothing wrong with making an homage to a game you like. Still, you
should try to bring something
new
to the table, or at least combine your game with ideas from other
games. I mean, Minecraft was just Infiniminer with a whole bunch of
new features and the focus shifted from PvP to open-world
exploration.
So,
at this point you have come up with an idea and built the basis of a
game plot. Now it’s time to pick what software you will be using to
make this game.
Robert
Nemet says: Take a look at the game engines you can use to develop
your game with. Whichever engine feels easy to learn and use for you
is the engine you should try and work with. I, as the developer of
Lunacy - The Darkness, prefer the Unity engine, since I'm accustomed
to it, and I can learn things on that engine very easily, and feels
comfortable to use. But that's my opinion, if you wish to use the UDK
for example, then I won't stop you.
Christian
Smith says: Find a easy-to-learn development software. Once you have
a solid idea of what your game will be like, you should now start
looking for a software in which you can make your idea into an actual
game. A great software for people that are beginners is Unity. Unity
basically mixes a game development software with a game engine, so
you can develop and publish your game all in one software. Unity also
has a huge forum, with tons of troubleshooting and Q&A's. So if
you ever get stuck at one point in your game, you will always have
these forums by your side. Of course, there are tons of other great
development softwares out there. Just find one that you feel suits
you and your good to go!
Brendon
Dutton says: It’s
definitely important to choose the correct software to build your
game. If you want to make a 2D platformer, then Game Maker or
Construct are good choices. However, if you want to make a 3D FPS,
then Unity or Unreal Engine should be your software. On the other
hand, 2D games are often made with Unity and 3D games can be made
with Game Maker, so if you’re already accustomed to one of these
and can create what you’re envisioning, it doesn’t make sense to
learn a whole new software.
Chase
Brey says: As every other person here has said its good to pick an
engine that fits the style of game you want to make but on the other
hand you must also make sure the engine you do pick is in your skill
level because if you choose one that is more for a pro and you
yourself are still a beginner all its going to do is take more time
and be harder on you.
Side Note: Know Your Software
Christian
Smith says: Learn how to use the software you have installed.
Jumping into a new software without learning the basics is like
driving without going to driving school. If you want to be successful
with your game development software, learning the basics is a
necessity. Whether its learning how to add a sky to your game world
or learning how to add organic matter, you will always need to learn
how to do simple game programming things. Many People on YouTube make
tutorials on how to use software for beginners. I personally think
this is the best route to go, since you can actually see how to do
things and get a hands on with it. If not, then you could even go to
forums or people that have used the same software your using right
now to learn. Whatever you feel like you are comfortable with is what
you should shoot for.
Now
you have your idea and your software, so now the real work begins.
Time to build a “rough draft” of your game. Don’t try to be
perfect, this is the time to mess around a little bit and experiment.
Try things out and most importantly think outside the box.
Robert
Nemet says: Ensuring you have your game engine, try and picture how
your game would look like. Think about the style your game will
adopt, try to create sketches, and most importantly, try to add a
story behind it. It's the most important element of a game. Usually
it's best to keep the story written down, so any changes can be
easily placed in. But be sure to get the story completed before
actually beginning development, or it'll be a pain to make.
Christian
Smith says: Start with a "Rough Draft" of your game. Using
everything that you have learned, you should now feel at least a
little comfortable with the software, right? If not, then keep
researching. If you feel you are at a comfortable level, then you can
start making a rough draft of your game. This part is up to you. If
you are trying to make the draft similar to your game, then use
everything you have learned specifically for your game to make a
quick sketch of your game.
Brendon
Dutton says: Your rough draft doesn’t necessarily have to be
pretty, so you can use placeholder graphics and there doesn’t have
to be sound. When you finish the prototype and create something
playable, it might be a good idea to have a few friends test it while
it’s still in this stage. If they enjoy it, you know you’ve got
something good. If they have some recommendations and/or criticisms,
try to address those until you’ve got something you can begin to
build upon.
At
this point you have created an idea, selected your software and began
the creation process. Now its time to form that rough draft into your
game. Don’t expect it to be perfect the first time. The most
important thing is to stick with it because soon you will see that
end product that you envisioned.
Christian
Smith says:
Start
making your game. Once you have made a rough draft, you can now start
working on your actual game itself. You should, first, find
everything you added in your rough draft that you want to add in your
actual game. For example, if you used a terrain and made mountains on
your game, and you want to do this on your actual game as well, then
do exactly what you did on the rough draft to do this. If there is
anything else that you want to add in your real game that you added
in the draft, don't hesitate to add it. Once you stumble across
something new in making your game, you must then find out how to
piece them in with what you already have created. In this part,
YouTube and Google are your best friends. Once you have learned, add
it to your game! If there are any problems, just troubleshoot them or
see if anyone else had the same problem on Google or YouTube.
Robert
Nemet says: As you'll develop the game, it'll start to form a
picture. Try and arrange that picture to the way you wanted to in the
very beginning. Try and get more people involved. Having beta-testers
and critical feedback is a good way to make sure your game is heading
in the right direction. If you wish to work solo, nobody stops you,
but you'll have no idea what the general "reception" of
your game might be. Release a demo or a short beta version of your
game. This way, people will have a (slight) idea of what your game
will be about and what to expect. This is all work-in-progress stuff,
so it should be noted that the final product will be different than
the beta.
Brendon
Dutton says: When you’re
developing, make sure your code can be edited very easily. Try to
make the game modular. This means that if you want to take out any
feature, you can just delete it and all the other parts won’t be
affected. In the same sense, you may just generate ideas you like and
want to tack them on to the game. Try to release a new version to
your beta testers whenever you add something new. It’ll be easier
for them to test one feature at a time.
Side
Note: Finishing Touches
Chase
Brey says: Now you have began one of the most important stages:
editing and revising. This is the part where you fix all the issues
such as bugs, graphical errors, and misspellings. For this part I
always find it easier when you get a second opinion such as giving an
early copy to a friend, or better even another developer. Someone you
could trust to be brutally honest with you, someone who will not hide
any of the problems with it. Even though this doesn't sound good
trust me when I say it will help your game to be much better in the
end.
Your
time to shine has come! You have worked hard and created your
masterpiece. Now you publish.
Robert
Nemet says: Publish the game. This is the only way to get the
audience to see your game and play the game you made. There's no
other way. Whether a free downloadable game or a game you can buy,
you'll need to upload it. The platforms (PC, PS3, Xbox, etc) which
are suitable for your game (and can be played on) should be noted so
as to allow players to identify what the requirements would be.
Christian
Smith says: Publish your game. Once you have completely added
everything and your game is finally made, you must publish the game
if you want the audience to play this. A lot of game softwares have a
built in application that allows you to publish games for different
platforms such as PC, iOS, or any other platform. Choose the platform
you want to publish your game for, and start publishing your game for
that platform!
Chase
Brey says: Now you've completed every other step you've finished
making sure every edit and every mechanic works. If so, then its
time to put your game up. There are many, many places to do this on
the internet, but out of all of them I myself would recommend
Indiedb, Moddb, or GameJolt. All of these are fantastic websites with
a great community to help you through the process of uploading your
game.
Brendon
Dutton says: Some places you should not
publish your game include
YoyoGames, and whatever school you go to, if you are in school. The
people at these places will not give valuable feedback and/or will
not care about the game. Make sure you can find a community of
helpful indie developers, such as GameJolt. If you want to sell your
game, I would recommend GOG.com (if your game is retro), Desura, and
of course Steam (you have to pay a fee to get your game on Steam,
though, and then it has to be approved by the Greenlight trolls, so
maybe not...).
So,
you have published your game. Now it’s time to let people know
about.
Chase
Brey says: If you want your game to get out there you have to be
brave. You can't be afraid to ask people to play it and have people
tell their friends about it. Some of the best ways to get your game
out is by having Youtubers play it, find someone who has fans you
can't meet and let them, basically, give you free advertising. Also
ask people who are big online or have some sort of fan base to
promote your game. Don't show off your game by spamming your game
link or say you'll give some one elses game a good rating in exchange
for the same. That’s buying your fans and that is a definite no-go
in the developer community. In short, let your game spread by giving
it to someone you know could spread it for you.
Robert
Nemet says:
Spread the news and wait. Popularity will eventually shine on your
game, and it will be worth the wait. Nowadays, if you succeed in
getting a famous LP'er to play your game and post the video up on
YouTube, that's a fairly good start. Then watch as people play your
game, and see what they think.
The
best game developers never settle for what they have created. Yes,
they admire their work, but they see how to improve their game or how
to make a new one.
Brendon
Dutton says: It’s basically a given that while you’re developing
your game, you’re going to come up with ideas for other games.
Don’t start developing those while working on your current game,
because you’ll lose your focus. You should definitely write the
ideas down, though. Once you’ve finished your game, you can look
back on this list and find ideas you like. Then you can make another
game! Don’t stop developing!
First
of all, I would like to say that this guide is a very general, but
useful, guide on game development, so take it for what it’s worth.
The worst thing you can do with this guide is follow it exactly. As a
game developer you must find your own way you create games. I advise
you to take this guide and use it to aid yourself in finding your own
personal methods.
Second
of all, if you liked this guide please let us know at
http://indiegamr.blogspot.com/.
Please show your appreciation by clicking the donate button. It
helps out alot. If you have any questions, comments, or concerns
about this guide feel free to email me at indie.gamr1@gmail.com.
Finally
, I would like to thank everyone that helped in the creation of this
guide. Not only the developers listed above, but also all the
developers on gamejolt.com that were nice enough to give me feedback.
This guide wouldn’t have come together without you.
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