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Can /v/ teach me to create a game? What programs? How to? What
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Can /v/ teach me to create a game?
What programs?
How to?
What programs are good to start?

Also, how is your games going /v/[/spoile]
>>
learn some programming languages
>>
Go to school
>>
>>341915583
like?
>>
>>341915820
dunno, c or java or something like that
>>
>>341915820
Whichever grabs your fancy. Do C++ or C# if you want something fairly modern with lots of documentation and don't fall for /g/ memes.
>>
Do the exact opposite of everything /g/ says and you will succeed
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Is Unity good?
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>>341915443
Ever wondered why one-man games are so minimalistic?

Your responsibilities
>learn a programming language
>learn how to create interesting characters
>learn how to write in a way that is entertaining
>get a license for an excisting engine
>concept, model and animate your characters
>write, act and implement voice lines for characters
>concept, model and design interesting environments and maps
>programm a combat system/ intelligend AI/ interesing mechanics
>tweaking the values to make it satisfiying to play your game
>look for ANY bugs and debug them all to not sell shit to customers
>create a choesive story with interesting twists and or clever interactions
>don't make it to hard, don't make if too easy
>achieve an interesing and unique look for the WHOLE game
>promote your game on various platforms
>social networking

There is a reason why thousands of people work on one game.
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>>341917628
These days it's fine.
>>
>>341917693
I never even realize all that

PD: I don't want to make a WoW, i just want to do a basic 2d shit level plataformer with bad collision
>>
Is ruby or python alright to make simple games?
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>>341917693
If you're a programmer though, small teams are easy as fuck to assemble. Writers, artists, and VAs are a diamond dozen. I've seem loads of small projects die because they can't get a programmer onboard long enough to get a product going, and I've seen equally as many projects chug along despite staff shakeups because they have a dedicated programmer.
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>>341915443
just use gimp and html
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>>341915443
you don't stand a fucking chance
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>>341918270
So if I could become decent at programming, I could whore myself out to Indi devs?
>>
>Type A - safe for small children and grandmas to be in the room, includes all three difficulty settings

>Type R - more risque content included in the story, includes medium and hard difficulties

>Type X - contains actual pornographic scenes, hard mode only

Does that sound fair?
>>
>>341918019
If you wanted to make WOW you would also have to rent servers, programm working netcode and many more difficult things.
Making a WOW on your own is impossible.

If you want to make a 2d or 2 1/2d platformer, you should maybe start with leaning something like unity or something very simple to pic up.
Just know that programming takes a lot of "mathematical thinking" you have to think very logically and you should be able to solve ever problem on your own.

But the most important aspect for indies is artstyle. This will get you noticed.
Limbo, super meat boy, or hotline miami have distictive interesting style that draw people in.
So focus on interesting visuals the most; having said that, you should also cleanly proragamm your game.

>>341918270
>Writers, artists, and VAs are a diamond dozen

If you want to have shit dialogue and visuals then you're right. Finding artists that know how to handle cohesive visual world building is pretty damn hard. Having said that, there is no one who would deny the importance of programming.
>>
>>341918643
Do yourself a favor and look games on kickstarter. Any game that has loads of pictures but no ingame footage? They probably need a programmer.
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>>341917693
nice motivational post
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>>>/vg/45838245/
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>>341917693
Just ask this guy http://stardrive.wikia.com/wiki/Daniel_DiCicco
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>>>/vg/45838245
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>>341917693
amazon has a free engine i think its based on ue4 or some shit
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>>341919017
If you don't have the money to get a license, which is not that expensive really, you shouldn't even try.

>>341918918
Many people forget that videogames are a business.
There are many people who like their job when working on big titles, but there are even more hating it for various reasons.

Making videogames takes a lot of work, knowledge and especially time. So everybody who suddenly gets the idea, "Hey let's make a videogame!", should really ask themselves if they want to work in such a fast-paced, highly competitive and resource draining environment where crunch times are the norm (at least for big titles) and "burn-out" is just a buzzword.
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>>341919938
What's an industry with high pay, Low workload, low competition and slow paced?

This sounds interesting.
>>
>>341920872
Sysadmin
>>
>>341920872
>high pay
>low workload

None obviously, what I'm trying to say, that probably flew over your head, is that videogames take a lot more work than any other media to produce.

Not even filmmaking takes this much work, simply because videogames are the newest medium to come forth.
Just compare film and videogames, film needed about 100 years from a little crappy b/w 4 second clip to something like inception, fight club or even pure specticals like pacific rim. Videogames have done that in about 3 decades, dispite their inception in the mid-50s.
This evolution is so fast, that it's grown into the biggest entertainment industry on this planet and with that the market get broader, the games get more expensive and developers get less sleep.

I'm not saying that videogames aren't worth developing, what I'm saying is, that it's damn hard to make them.
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