#which i mean...most software COULD be made in unity and probably godot
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Had to throw away a wholeass project I was working on because what I was trying to do wasn't viable in html/js the way I wanted it to be.
I could probably remake it in Unity pretty quick. (As in, over a weekend.) But y'know. Fuck those guys.
So I'm finally attempting to learn Godot because indie game dev is one of my many backup plans for when I inevitably get laid off and this seems like a simple enough project that I can start ramping up on that before trying to make, y'know, a wholeass game. (Even a small wholeass game.)
All this to say I have a Play button in Godot now.
#wakey rambles#...yes it's dj related#no it's not an actual videogame just something that can be made in a game engine#which i mean...most software COULD be made in unity and probably godot#just not always the best way#but it's one i want to learn so and it'll PROBABLY work so that's why i'm doing it this way
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Dev-It-Yourself: A Place to Start
I'm a hobbyist games developer not professionally taught in any capacity beyond A-Levels, and one of the biggest hurdles to me actually getting stuck in was feeling as though I didn't “know” enough. I felt, as many do, that I had to be an expert at coding, art, animation and so forth. This was, until I realised, there are actually plenty of resources, tutorials, books, YouTube videos, blogs, and much more besides all dedicated to discussing games, the culture around games, design and development processes and much more besides. I firmly believe that restricting yourself to learning exclusively about video games and nothing else, no other media -be it print or film-, is restrictive and reductive to both the medium and yourself. Plenty of hobbyist/independent developers, such as myself, have used these sources to aid our learning, and frankly, I don't see there being any shame in it in any capacity. If the information is out there, use it. Create with abandon.
Of course, in my other series I talk about how playing games can help too but it is much more than just “playing” games, in the same way I was taught way back when to always be 'reading' [ie, analysing] films as I watched them. As always, I'd say take this advice with a pinch of salt- I'm no professional, I do this in my spare time at an average-ish level. But, this is just a collection of personal resources that have helped me. Later on in the series, I'll be laying out how I've planned, conceptualised, designed and made games I've worked on in all stages. Again, purely anecdotal – I'm no expert.
One of the first places I'd suggest any prospective dev would look to for practice and inspiration would be the modding community. There are plenty of games out there which provide modding tools with them, and these can be a good place to go and practice level design, gameplay concepts, and just messing with basic code structures. GMOD, Half Life, Bethesda Games, even DOOM wads can be great places to begin; you can get a feel for yourself for things that work, how to fit things together organically, even using full conversion mods to take asset creation out of the equation to focus upon writing for a small time. This is where I started, though none of those mods came out, it became a great place for me to practice and eventually, grow confident with concepts.
In a similar vein, there are a few software packages that come with assets and engines inbuilt that can be great ways to practice and develop skills such as level design, writing, and so on; software such as RPG Maker, which comes in all sorts of modules, can be surprisingly versatile. You can use it to make levels from assets known as RTP that come with the engine, use assets provided by the community, or modify pre-existing assets for your own needs. Again, this is something I practiced with a lot as its modular coding system -which comprised of a lot of drag-and-drop and clickables- helped me familiarise myself with logic systems popular within coding, as well as how to design levels to look and “feel” good. And, once you've gotten familiar with the basics you can familiarise yourself with basic tileset rules, layers, and interfaces – and, with a bit of creativity, these can become unique ways to make games. I've seen scanned-in images, photographs, hand-drawn assets all utilised with RPG Maker to make something wholly unique. Check out Middens and Mortis Ghost's OFF for two examples of unique, stylised art created with RPG Maker in two completely different styles.
For practicing code at a base level, a basic grasp of HTML is often a great place to start. Software like Twine enables you practice both story-telling,and basic code from hyperlinks and hypertext to more complex code such as branching choices or choose-your-own style adventures. You can even incorporate text, audio and macros which, again, is a higher level of code, though by no means as difficult as it can be, it can be really useful for practicing basics of these skill-sets.
The reason I suggest most of these as good starting bases is one primary reason: asset creation takes a long time. Making your first project might well be forefront in your mind but I've learned, mostly through trial and error – and a lot of error at that – is that you need to focus on specifics when teaching or learning. If you try to learn coding, asset creation, animation, all at the same time it is possible but often not manageable, or at least not in my experience. By saying to myself “I'm going to focus on HTML”, it has allowed me to properly learn and understand the fundamentals without getting distracted by art direction too. All of the software I have recommended comes with in-built assets or at its core requires no asset use at all and this is useful for zeroing in on what you need to focus upon. Maybe you're already good at level design, and through experimentation you realise this and decide to focus upon animation or character deisgn.
And, when you want to take that next step these programs also have, either through the ability to edit or bring in your own assets, ways to practice and hone your other skills in relatively streamlined ways. RPG Maker tileset functionality was important for me to learn two things: multi-frame animations, and how to correctly place tilesets. Neither is particularly complex, but if you get one bit wrong in a tileset it can throw the whole asset off, and whittling down the animations to four key frames, to communicate the essentials, was a useful skill to learn even as I expanded to larger animations.
Another piece of software that I have found invaluable was PICO-8, a virtual console that you build and execute games with and, the slightly more complex but still ultimately easy for beginners Voxatron, from the same people. Everything in that is inbuilt so you build your assets and code within the engine, then the virtual console does the rest. It allows for easy exportation and initial conceptualisation – I've heard that the first build of Celeste was built in it.
Once I felt as though RPG Maker had taught me all it could, I moved on to looking for open-source games engines for more complex experimentation. I've dabbled with Unity, Godot, and a few others besides that. I use Game Maker a lot these days, just because it agrees with me the best. What works for me and what works for you will probably be entirely different, so don't take my word for it- look into documentation, experiment with the engines mentioned yourself, find what works for you. And remember, most importantly; everyone starts somewhere, don't give up because your first idea/s don't come together as you anticipated, or end up “rubbish”. Keep going, keep creating.
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