ASHLIIN: Is game making hard?
Does anybody have experience and can share what I should expect?
Yes. Making games is hard.
Though, making your own games, is probably easier today, than it has ever been before
(in some regards at least).
Because nowaday we have all these "game engines" available, which enable even people with zero programming knowledge, to create games per "drag and drop", etc.
But "making games" still requires a lot of
creative work.
And what that really means, is: "
you need to be creative" and "
you need to put the necessary work in".
Ask yourself: "what do I need to create a game?" Hint: your first answer to that question shouldn't be: "game engine A" or "game engine B". Instead,
the first and most important thing you need is: - an idea Because, without an idea, you have nothing to work with. Then that idea needs to be fleshed out.
Because your first flash of an idea is probably not
(good) enough to get you a game in the end.
I kid you not: "fleshing out the idea" to a point, where it becomes even worth to switch on your PC, to do the "programming" part and to create all the art, music and sound FX, is probably the most important and the most time consuming part of the whole "game making" process.
The good thing about that process is: to fulfill this first requirement on the way to a new game,
all you really need is a notepad and a pencil.
Now, what is ist exactly, that you need to work out?
-
the story (even if it's not a "story game" - it still helps to have some sort of background story for every game you create) -
What features do you want your game to have (MP, (online) Highscore list, several difficulty levels, the ability to save/load, etc) These two points are the most important for now.
If you want, you can also spend some thoughts on:
- the kind of graphics you need
(one word of advice, though: don't waste too much time on imagining the "perfect" graphics this early in the process...placeholder graphics are good enough at this point. And yes - I highly advise to start with a 2D game. Leave that fancy 3D for after you earned your 2D spurs) If you really want, to can even think about:
- the sound FX that you need
(if your game needs them) - the music that you need
(if your game has use for music) After that is done, ask yourself: "how much of this can I do myself? Where do I need help? Do I know someone who can help me
(e.g.: with the music/soundFX)? If I don't know someone - where can I find someone?"
In regard to all of the above
(with exception of the story), you might get away with using stuff, that is offered online for free.
There are many sites, where graphic artists, musicians, etc. offer their output either for free or for a mention in the credits of your game.
Good thing about going down that route: you can basically find everything you might ever need for free.
Bad thing about going down that route: your game probably shares a ton of graphics, sound FX and maybe even music with dozens of other games - which means, it won't "stick out" in the mass.
Now we come to the "game engine" part.
Which one you use, is entirely up to you, but - as I said already - for your first few games, I'd advise to go with one that's good
(and easy to use) for 2D.
It should go without saying that, if you never worked with a game engine, you'll have to find your way around its features, first.
Much is done today be "drag and drop", but game engines often come with their own "scripting language", which you may need for some of the more sophisticated tasks.
After your first
(successful) attempts with such a script language, maybe your appetite gets whet, and you want to dabble in some programming language
(preferably one that gets supported by the engine of your choosing), like: Python, Lua, C#, etc.
Once you reached that point, the "handiwork" may be easier for you, when it comes to making games...but - having a worthwile idea
(and working that out to become a game) will still always be the #1 requirement.
So, as you can see: making games is hard.
To close this:
I absolutely support what some others have said - start with something small and simple.
Don't try to re-invent the wheel - re-create a few already existing ones, first - and while you're at it: maybe give them your personal spin. Edit: typo Edit 2: wrong word used