The ease of learning game development has never been greater, but I'm seeing more and more newbie developer blunders repeat in beginner dev courses. Commonly, these slip-ups involve the initial scale of the project/team, a lack of realism/pragmatism that goes into meeting this scope and not studying the fundamentals. These were all my goofs in the start too. Obviously everyone makes their own errors, however it's also accurate that most rookies make them - whether on their very first endeavour or on their initial couple of projects. A significant realisation for fresh developers is that they're not just creating a trifle but rather an item.
Start with the basics - it's not an exact science, but simply an observational approach based on experience. To learn, dive in and make a game (easy if you're struggling to start). Consider the kinds of interactions that will take place in the game; for example, if you choose a point-and-click approach, it will be necessary to "map" mouse position from a 2D space over either a 2D or 3D world position. In this case, the screen can be thought of as a window into the game world.
It might seem basic or unnecessary, but when the left mouse button has to do something in the world, it relies on whether or not it is hovering over a certain spot. What is the target object? Is something blocking it from functioning properly? To illustrate this further, let's look at platformes. Do you want more accuracy or flexibility? Is it two-dimensional or three-dimensional? Both of these components change how the game feels.
It's possible to test out these basic interactions early on; detailed character designs and models can be added once you are confident with the core mechanics. Resist polishing visuals before you have established basics; experiment with these fundamentals first.
The language of video games is difficult to avoid when making a game since they are all based on code. Each coding language has its own laws and instruction guides. It's suggested to take a pen and paper and write down all the words that relate to the desired game; this may help understand how it functions. Consider the scope of the project by starting with simple concepts, but be aware of scope creep. Additionally, contemplate in-game menus and other aspects like art design which may alter during development; however, this does not require starting from scratch as it is determined by core mechanics already discussed.
What is "fun"? It's a combination of numerous components that come together to form a game. Finding the fun can be an iterative process and it's important to pay attention to "game feel" – analyzing how other games achieve this is helpful. Additionally, be open-minded and avoid becoming too attached to ideas. Refine the controls and consider if any lag or slowness is intentional. Studying game design is also recommended; try different engines, experiment with languages, make small projects and keep track of learnings. Keep the basics in mind at all times as you explore opportunities in gaming.
Thank you for Reading. Good Luck.
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