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I want create a game


Look around for game jams, short competitions where you don't have to worry about perfection and can just dig into the process of making a game. After a few of those, you'll have all the base skills you need to tackle something bigger.


One thing I've never understood, as someone who only has a passing curiosity in game design, is how people learn from them? It always seemed to me that the whole idea was 'Here's a theme, make a game.' But if you don't know how to make a game, where does the knowledge come from? I get you can do independent study, but you could do that without a game jam.

Don't get me wrong, I understand the appeal of game jams, I just don't understand why I see it offered as a learning experience so frequently, as opposed to a practice experience.


In my life and career, I've found deadlines make the best mentors.

In addition to the other commenter's great point about making connections and getting exposure to different paradigms, with a tight deadline you learn how to quickly research and implement new things, and how to make quick creative decisions.

You learn when something is "good enough", and after a few jams you start to understand the holistic process of conceptualizing, actualizing, deploying and collecting feedback on games.

After a couple years, you'll find yourself more knowledgeable than the average graduate in game design, and will either discover what you'd like to specialize in, or realize you enjoy and want to be involved with the entire process.


I learned an enormous amount from in-person game jams by chatting with other game developers at the event, most of whom were more skilled than I was. I've also found game jams made it easier find collaborators, easier to get feedback from other designers, and easier to see how other people approach the same theme.

> But if you don't know how to make a game, where does the knowledge come from?

If you're at the stage where you feel like you don't know how to make a game, you might find value in doing the exercises from the book "Challenges for Game Designers" by Brathwaite & Schreiber.


I've been playing with Sandbox platform if you're OK with "web3" stuff:

http://sandbox.game/

I'm an ex game-dev, but I never did much level design. I've been thinking about it a lot recently and I'd love to see more theory on what actually makes a good level design.


Godot software is free and very easy to do the "blocking" method in this article, there are nodes called CSGBox3D which are resizable boxes with collision that you can drag, rotate, etc. and box out your world


I can never say enough good things about the Godot engine.


Look into learning LÖVE[1] and the Lua[2] programming language

[1] https://love2d.org/

[2] https//lua.org




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