I've always liked video games since I first played them on a familiar computer afternoon after the primary school. There is something magical about the fact that we can move around the images and interact with the virtual worlds, showing us a living imagination to interact, no matter how much. I always wanted to play myself, but until recently I did not have any technical knowledge. Now I am a sophomore software developer, so if I could not code the game without too much drama, it would be a drastically bad thing. But what about a common person: the person whose term "leaks" recalls his grandfather's "pictures" of the pipeline where water flows and "blitting" has not heard? Well, everyone can enter the game's production process and do not even have to "program it."
So where are the games starting? "" An idea, "Games like all fictions make it necessary to succeed." Of course you can just sit down and to write a story without a foreword, you can jump and skip a game together, however, if you feel ridiculously lucky, the best jobs are usually those that have been carefully thought out beforehand
There are two ways to design a project: start from a known technology perspective and you can either build the project or just start planning, add as many features and ideas as you like and then remove what you can not use, you've decided on the technology on which the game is being played. it's best to play games. When you first start, but the first option saves a lot of headaches
So for a first game you will need a very simple idea. Do not be fooled by me, crazy diet ideas are fantastic and there is more to be there, but you will not be able to create a real world simulator with fifty billion virtual people interacting with their real time when your actions have a butterfly effect on the future of the virtual universe your first game. Really. Many try it; Nobody knows he did it. Imitation is the best way to get started. Simple games such as "Space Invaders," "Tetris," "Pacman," or even Pong & # 39; great starting points. Each of them is roughly simple to create, but there are some inherent challenges. & # 39; Pacman & # 39; for example, requires the search for ghosts. I suggest that it is even simpler than your first try. A Space Invaders & # 39; a good point for getting in. You can make a simple, complete game without having to work hard and be almost infinitely expandable.
If you miss an idea, choose a genre that you can enjoy. Do you like adventure games such as Monkey Island, Grim Fandango, Space Quest and King's Quest, etc.? Design one of these. Are you fighting games such as Street Fighter, Tekken, Soul Calibur, Mortal Kombat, etc.? Come up with an idea for this. Do you like the first person's shooters like "Quake", "Half Life" or "Doom"? I do not recommend this as a first project, but you can release it at any time. Feel free to be as general as you like, this is a learning experience.
Now that you have your idea, it's time to solidify. Do not worry about the technique or the fact that you may not know how to actually perform a game, just grab some paper and a pencil and crazy ideas. Describe the main characters, the game, the goals, the interactions, the story and the main mapping, everything you can think of. Make sure that there is enough detail to let someone read the notes and play with relative precision in the game in their heads. Changing game design during the encoding process is almost always a bad idea. If set, the setting must be set until the insertion phase (this will go on later) or you will probably enter the "development into hell" where the project will continue and continue; fewer jobs are done with fewer and fewer outputs.
Following this period of game creation, you need the following:
– A written sketch of characters in the game, possibly a sketch or two (whether it is spacecraft, yellow circles, cars or the ruler of the dark realm of falgours, you need to know who you are what's going to compete)
– A written outline of the story (if any, this is not a very important Space Invaders or "Tetris" but "Uber Quest: Awesomeness Adventure" is a really good idea)
– Game Description , written or storyboarded. Scenarios are visual representations of ideas. Draw your character on the action, show the action process arrows and short descriptions detailing the occurrences of the picture (because some of us are not a fantastic artist and our picture is a bit … can be interpreted …)
Now that you have a thought-provoking idea , it's time to explain how this will work together. If you have reached this point and are concerned that you have to download complex programming languages for years to accomplish your idea, do not be afraid! Others have already done the heavy yards. Many RAD (Rapid Application Development) tools are available for game development, many of which are available free online. Some people are still required to learn a & # 39; script language & # 39; (simplified programming language for a particular task), but in general it is not too complicated or affected. I have briefly listed some of them at the end of this article. The free games are organized in the game brand for the first time.
Well, that's enough to get started when the game is created. The most important thing to remember is that you have been able to achieve the game before. Many start a project and then lose interest and will not succeed or continue pursuing projects after another, without finishing anything. Start small, build a working (if simple) game that is overwhelming. When you get to this stage you will always do a lot of things you want to change, improve, etc. But you have a great feeling that you know it's over.
From this point on, you can start the hip phase. Play your game a few times and ask others to do the same. Consider what is not fun or better and you can change things. At this stage, it's more important than ever to keep backup of previous versions, so if a change does not work, you will go back and try something else without losing your job. With this dot you can add any new features, improve graphics and sounds, whatever you can ask, be sure you are working on a solid foundation.
If you're happy with your game, why do not you share it with the world? There are many cheap or free places to host the files, then jump to the link lists and forums, and everyone knows that you've created them. Well, I hope this was a useful tool for making toys. It is fun and opens up completely new ways for creative expression. Jump and have fun!
(Games like Monkey Island, King Quest, Space Quest etc.)
3D Adventure Studio: http://3das.noeska.com/
ADRIFT (for text adventures): http: //www.adrift. org.uk/
(Games such as Street Fighter, Mortal Kombat, Tekken, Soul Calibur etc.)
KOF91: http: // sourceforge .net / projects / kof91 /
MUGEN (unfortunately your site is in French): http://www.streetmugen.com/mugen-us.html  Side-Scrolling Games:
(Games such as 2D Mario Games, Sonic the Hedgehog, Double Dragon etc.)
The Rolling Game Development Kit: http://gamedev.sourceforge.net /
many more available. A particularly useful site for finding game-making tools: http://www.ambrosine.com/resource.html
Also note that although not free, the excellent game development tools at Clickteam are:  Click and Play and Games Factory are especially programs that you can view and download.
If you really want to do things and program the game, there are excellent programming resources in the following locations:
Java Game Programming:
http://fivedots.coe.psu.ac .th / ~ ad / VL /
http://javaboutique.internet.com/tutorials/Java_Game_Programming/  Visual Basic Game Programming:
C ++ Game Programming:
http: // www  http://www.gamedev.net/
http: /www.gamasutra.com/ [/ url] [url] 19659042]