Coming up with ideas for games is hard. That’s one of the wonderful things about restrictive game jams, you get a set of criteria and you need to work within it. Sometimes it really helps and some super interesting things can come out of it.
But other times you want to sit down and come up with something. And that’s hard. I’ve sat around and thought up many different ideas that I never did anything with, so I’ve dusted off the old notebooks and I’m writing them up here in the hopes that someone, somewhere, takes one of these ideas, turns it into a game, makes a billion dollars and splits it with me.
I’m kidding, they’re free. Take them, make them, suceed.
In the forums I visit there’s a lot of people asking “can you make a game on your own”. Inevitably, the answer is yes, no, and it depends. All of these answers are correct in their own ways, and that’s confusing and unhelpful.
The very first thing that I learnt, and what many people will learn first, about the games industry is the sheer amount of roles that make up a team. Strangely enough, that’s not something that many people will be aware of until they reach university or college – and, in many ways, it’s almost too late.
Whether you’re a new student of game design and development, a hobbyist looking to expand the scope of their project or an experienced developer refining their skills: these are tools that every dev needs to know, whether it’s because they can save you time, money, both or they are more beginner-friendly than the alternatives. This article will cover both 3D and 2D games, as well as a variety of Engines.
There’s a couple of different ways to name this type of music, but the one that I think captures it all is “safe-zone”. Whether you’re in town (for an RPG), or on a save-screen (in a metroidvania); you’re safe. You cannot be harmed here. The best way to give this …
Do you need a cool idea for a new game but you’re struggling to think of anything interesting? I mean, all the games have already been made already right? Well, the generator below has over 55,000 possibilities that it can produce. They haven’t all been done before. Some of it …
You’ve thought about the rendering engine in Part 1, taken a look at all of the work needed in Part 2, and covered the sorts of functions you’ll need for audio in Part 3. Now we’ll go over the various “utilities” that you might need. Utilities are the part of …
A while ago I wrote an article on how to make quick Chip Tune music for your game using free and open-source software. Well, that was all well and good and everyone made some suitable music for their games. But now we need to get a little more in depth. …
You’ve done it! You’ve made your first game, a clone of Pong. You went through the architecture of the codebase in part 1, then you coded the game up in part 2. Now you have a game! It’s a fun game, but it’s just like every other version of Pong, …
Are you interested in becoming an indie game developer, but you’re not sure what game engine to use? Well, you’re in luck, in this article, I’m going to be talking about game engines. The benefits of each, my personal preference, and tips on how to get started. Hopefully this will …
In these articles, I’m going to show you how to make Pong from scratch. Not completely from scratch, we’re going to use some libraries. Or maybe you could combine this article with some learning of your own to build your own libraries.
I was originally going to title this article “The Art & Science of Code Documentation”, but the more I thought about it, the more I realised there isn’t a lot of science behind it. It really does become a fairly subjective thing. Some people comment and document more than others, some files 100’s of lines long don’t need documentation, some that are under 100 lines desperately do.
But there is an art to it, and there are a set of good, strong guidelines that if followed, will ensure that your code remains readable for yourself in 2 years time, or to the next person to try and decipher just what the hell you were doing.
Let’s go over them.
I’m Dan, founder of Noobles Studio, and I’ve recently released my first game, The Taller I Grow. Currently, it’s available for free on PC and Mac. It was in development for around six months, and I spent a good portion of my free time between high school and other stuff working on it.
The Taller I Grow is a puzzle-platformer game that is stylized to look and sound like it’s being played on an old DOS-like computer from the 80s. The main game mechanic is your ability to connect to objects in the environment, which makes your character taller in the process. This mechanic is used in a number of ways to solve puzzles and get through 30 levels.
Today, I’d like to give you all a behind-the-scenes look at the development of the game — its inner workings, the motivations for it, and some of the tools used to create it.
When making your game there’s really no better way to begin getting noticed than by making a devlog. You can keep yourself motivated by getting encouraging feedback all the while gaining new fans, before the game is even done.
But I see a lot of bad devlogs that aren’t giving the developer these things and instead they lose motivation and they never finish their game. I’ve read enough devlogs and written my own that I think I can give some pointers on writing a good devlog.
Well, you’ve definitely got some ambition in you. Making a Video Game from Scratch is not an easy task. In fact, I would say it’s the hardest thing I’ve ever done, but you know what? It’s also the most rewarding. In this article I’ll help you get started and point you in the right direction.
So you’ve decided to bite the bullet and are ready to make that video game. Excellent. You do a little bit of planning and you’ve got your game scheduled for release in three weeks time. Let’s get this done.
One of the first things I like to do when I start a new project is Input Handling. I think it’s generally an underappreciated and underdeveloped aspect in a lot of games. Input is one of the core parts of how you play a game and you will use it constantly during development.
There’s a couple of reasons you might want to make a video game. Maybe you just finished the latest blockbuster AAA cinematic game released on the latest platform and you have ideas. Or perhaps you’ve seen some of those nifty little “indie” games that keep getting released that you see on Steam and think, yeah I can do that! Hey, maybe you’re a software developer and you’ve heard that game development will build up your skills.
Whatever the reason, you’re here, and you want to know how to make a video game. So let’s get started.
Hello, I am Konotoko; the developer of a game in progress named Their Radiance. The game is intended to be a unique and unconventional video game and has been in development for about 2-3 years. On the surface, Their Radiance is a 2D platformer with no enemies. It’s intended to …
Back in 2014, I wrote an article for Gamedev.net. In the subsequent weeks, it boomed (retranslated in Russian, Chinese, etc.), as it appears I had laid my finger on one of the most prevalent questions among hobbyists: how does one go about Getting Games Done? The disclaimer notice of the …
You’re making your game, testing it as you add new features. Man, it’s pretty fun. But something’s missing, it’s too quiet. You need some music. Sure you could go and download some music available online for free, but that’s not gamedev, that’s using other people’s work. So, let’s make our own music.
In Part 1 we handled rendering, and in Part 2 we went over the rest of the components needed for the engine. Now that we can draw things on the screen and we’ve got a plan, the next thing we’ll want to do is play music and sound effects.
I’ve always been interested in game design and to that end I’ve always wanted to make a game. So I’m writing about what motivated me to start working on my current game and what game design ideas I had.
When first learning to make games, I think it pays to begin by re-creating some of the classics. Think about it, a lot of those old games were made by one person, on a very small team that didn’t have access to the tools you have now.
Want to add random digital noise to your rendering in GLSL. The following fragment shader will add random noise that changes over time. Full disclosure, I know I started this code from someone’s existing code, but I cannot determine where it’s originally from.
Error handling in a state-based C API such as OpenGL in C++ can sometimes be a bit of a pain. To help me with my own graphics engine, I created this simple method of wrapping the OpenGL function pointers to report errors as they happen.
When I first set out to do what the title says, I hit so many roadblocks and unforseen problems that it drove me bonkers. But eventually I figured it out. So if you’ve given up trying to work out how to stream ogg files with OpenAL, or if you just …
In the first part of this series I talked about the Renderer and what you need to have for a simple Game Engine for the kind of games a solo hobby dev will be making. In this article I’ll go through my own engine’s parts and explain all the systems …
I have utilized all of the below resources in order to develop games and game engines. I have only ever done this as a solo hobby game developer, so these resources may not be useful if you’re in the industry. I will add to this list as I remember or …