Author Topic: Why I'm critical of game design, Part 1  (Read 2791 times)

Might be a 'lil off topic, but I've been looking into game design myself as a hobby, and getting advice from people who know their stuff would mean the world to me, any tips for somebody who has no real technical experience in the field of making games?

I have heard of alot of my designer friends who would prototype on a simple platform like gamemaker, which has a relatively decent community to help learn some of the basics. Other engines out there can be a bit more complicated but allow for much more in terms of uniqueness such as torque and unity which can be used for free. (That said, where you lose production value using something as silly as gamemaker, you gain in speed of itteration, and its a pretty good tool in terms of design, allowing you to make complicated games without knowing much code itself)

looks like mcjob wanted to be mcjobless

eh?? eh???? get it???? hah!!!1!!

ill go back to my chamber now

looks like mcjob wanted to be mcjobless

This confuses me cause there is another forum person named mcjobless and I have often pondered the relation between these two members.

what bothers me is that he doesnt know how to make a game but automatically assigns a requirement of knowing unity. like why that random and vague requirement? how about gather a big programming team first then decide what you will use based on what the majority know? how about actually list a real requirement like "must know how to program in C# efficiently in order to work with the unity engine". what a joke

This confuses me cause there is another forum person named mcjobless and I have often pondered the relation between these two members.
they're the same person

This confuses me cause there is another forum person named mcjobless and I have often pondered the relation between these two members.
same person
he uses mcjob when he has a job
mcjobless when he doesnt have a job

This confuses me cause there is another forum person named mcjobless and I have often pondered the relation between these two members.
McJobless is a loving hobo cunt. Always asking me for money. forgeter needs to get a job.

Might be a 'lil off topic, but I've been looking into game design myself as a hobby, and getting advice from people who know their stuff would mean the world to me, any tips for somebody who has no real technical experience in the field of making games?
As for being a game dev; all you really need to do is just start making stuff, and eventually come up with your own unique, wacky ideas. Do some basic tutorials for free engines to learn the early concepts. Choose a speciality and stick with it; programmers and artists are hired frequently and get better paid jobs and better job security, so they're the fields I recommend.
Other recommendations are to read and watch a lot; Jonathan Blow and Extra Credits are incredible sources for good game design information. Down the road I might eventually link some of my articles, which are about recommending and summarising other game design articles which are useful.

But yeah, it's mostly about just playing to your strengths, and spending a couple years practising and understanding how game designers pull off their games. I highly recommend you start by making a lot of clones of other games; start simple with a 2D platformer and then a 2D point-and-click adventure, and then try and remake games like Tetris, VVVVVVV, Ratchet & Clank and Fruit Ninja, since all this games have very interesting and complex logic, and the developers used some very interesting tricks in order to make the games work (for example, in Fruit Ninja the collision spheres for fruit are larger than the fruit, and the collision spheres for bombs are smaller than the bombs, so it affects the way the player feels about playing the game).