Game Creation/Design Catch All

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At the suggestion of GodzillaBlitz, I've decided to create a catch all for us crazy game designers/creators. Post what you're working on, ask for help, ask for second opinions, vent etc.

I'm also going to list out a bunch of resources in this post. Feel free to post stuff you'd like me to add, I'm sadly deficient in art and music resources.

Engines

Books

Art Resources

Sound effects

Music

Courses

Other online resources

HacknPlan - Free Kanban boarding for unlimited people. In Beta

Reddit

Gamers With Jobs

Random Articles

And to get it started, I'll use my reply to GB in the What are you playing this weekend thread:

Godzilla Blitz wrote:
athros wrote:

Also coding. Need to get some traction on Unity (it's making me crazy, but it's unfortunately the best tool out there right now) and get the prototype hammered out so I can get it to people and start refining.

Are you posting about this somewhere here? What are you making?

I haven't really posted anything about it on here. There were 3 ideas that I was fleshing out to figure out which one I wanted to work on. 2 of them are space based - City Builder in space and a Infinite Space meets Sid Meiers's Starships SRPG - I've put both of those on hold for the time being. There's a glut of space based games, and I'm not feeling either. The 3rd idea was something like Rune Factory + Harvest Moon + Roguelike - cube saw that discussion on Slack (gave me some good ideas too). I managed to get it playable, and basically hated it. It was a crappier version of Stardew Valley

The actual project lives on my iPad right now, in Python. It was an outgrowth of the Roguelike Farmer. Top down, 2D RPG, real time movement and attacking. You're helping to build up a town buy doing things like protect caravans, explore the monster infested countryside to find resources (and perhaps Ruins, Caverns special NPC's and so on) . There are going to be monster attacks on the town that you can jump into that the townsfolk will help defend. Nothing really "Save the world" or huge plots. There will be some crafting (I'm still debating the magic system - prebuilt spell list ala JRPGs, or Elder Scrolls style mix and match - equipment crafting and so on internally). I have a ridiculously oversized Mind Map, which is a shrunken version of the original that I'm working off of.

Adventure Game Studio is a popular engine for making 2D point & click adventure games.

Interesting topic.

Great thread, Athros!

Can we add a few more game engines and a course to the first post?

Other popular engines
GameMaker (on Steam)
Quest (text adventure engine)
Construct 2 (on Steam)
AppGameKit (on Steam)
GameGuru (on Steam)

Courses
Introduction to Game Design (Free EdX MIT MOOC)

My skills are non existent, so I'll assume standard cheerleading position. Kudos to you budding game makers, major kudos!

shoptroll wrote:

Adventure Game Studio is a popular engine for making 2D point & click adventure games.

Godzilla Blitz wrote:

Great thread, Athros!

Can we add a few more game engines and a course to the first post?

Other popular engines
GameMaker (on Steam)
Quest (text adventure engine)
Construct 2 (on Steam)
AppGameKit (on Steam)
GameGuru (on Steam)

Courses
Introduction to Game Design (Free EdX MIT MOOC)

Added both

So, to give an idea of how my though processes work, here's one of the mind maps for my current project. I tend to get an idea and use mind maps to get it all out of my head and down somewhere, then saved off to Dropbox/iCloud. The program, in this case, is MindNode - nice and simple. Since I'm primarily on iOS (I have a MacBook Pro for work, and an iMac for home) I tend to look for solutions for my note taking on it first (even coding prototypes in some cases).

So, on that Mind Map, I'm still debating a couple of things - the use of a TTRPG system (OpenD6 in this case) and whether magic spells should be craftable (e.g Daggerfall/Morrowind) or lists (e.g every JRPG ever) or some mix of both. I'm not really coding the magic system yet, so I can ruminate on it for a bit before I need to make a choice. I'm pretty firm in my use of OpenD6 - it should give me the flexibility I want for the player without over complicating the backend too much.

My initial work is on my iPad Pro (big surprise, I know ) using the Pythonista 3 beta - I'm debating converting it to Codea (Lua). Unity 5 might be my final goal - I'm still unsure.

Don't forget to add Twine on there!

Corona 2D game engine:
https://coronalabs.com/products/coro...
sculptris free 3D sculpting:
http://pixologic.com/sculptris/
blender open source 3d modeling an animation (albeit an arguably steep learning curve):
https://www.blender.org/
Krita open source 2d paint program:
https://krita.org/
Mischief $25 painting program (that may someday have sculpting as one of its member is the creator of Sculptris):
https://www.madewithmischief.com/
3D Coat (sculpting, 3d painting, UV,retopo, PBR) indie version $99 (sometimes $75 during steam sale):
http://3dcoat.com/home/

Added. Thanks for the links!

Two excellent books:
Rules of Play
A Theory of Fun

I use both of these books in my game design class, and they come at it from very different places.

My class tends to work in paper first: board games, card games, RPGs long before we get to a computer. I find that most folks get lost in the tools if they start on computer first. We often start by just throwing out random words and brainstorming how they could turn into a game. We try to focus on a core mechanic or system and build around that.
For example:

Unicorns, Gang Warfare, resource management

From this, we came up with "Lords of the Horn" a cardgame where you play the leader of one of 5 gangs of unicorns trying to take over the city by controlling the drugs "Orphan's tears" and "Stardust". Silly, but it worked pretty well.

athros wrote:

So, to give an idea of how my though processes work, here's one of the mind maps for my current project.

Hey a fellow mind mapper! I use mindmapping for all my notes that I take at work. Usually just on paper and pencil. I find I can go faster with just that instead of with mindmapping software.

At first glance when looking at that map though, I'm immediately thinking "start smaller". Those notes you have already are outlining an enormous project scope.

Wow, that first post is impressive already.

I've never looked closely at Twine, but that looks useful.

I'm very much a hobbyist at all of this. My first goal is to make some sort of functional, bad game of any sort, then go from there.

miserium wrote:
athros wrote:

So, to give an idea of how my though processes work, here's one of the mind maps for my current project.

Hey a fellow mind mapper! I use mindmapping for all my notes that I take at work. Usually just on paper and pencil. I find I can go faster with just that instead of with mindmapping software.

At first glance when looking at that map though, I'm immediately thinking "start smaller". Those notes you have already are outlining an enormous project scope.

Heh. I'm usually typing away at my iPad anyway

As for project scope, I'm using the experience from 4 other projects, along with chunks of code, so several pieces I'm not too worried about. This is also pretty stripped back from what I was planning, which included things like being able to run a shop/farm/ranch on top of exploring, and a full on Dwarf Fortress style town management.

Oh and I'll chime in two more resources:

For Java/Android: Libgdx
For 2d animation (not free): Spine

I've published 2 games with Libgdx and really liked it. It gets a big recommendation from me.

miserium wrote:

Oh and I'll chime in two more resources:

For Java/Android: Libgdx
For 2d animation (not free): Spine

I've published 2 games with Libgdx and really liked it. It gets a big recommendation from me.

Added! What have you published, miserium?

I have 4 things published on Google Play:

Goblin Market: 1 player card game against AI.
Adaman: 1 player solitaire care game.
Word Search Blitz: word search against a timer.
DCSS Online: An Android client for playing Dungeon Crawl Stone Soup on webtiles.

Goblin Market was a custom game engine I put together to learn game programming on Android while following the excellent (but outdated now) book Beginning Android Games which was written by the creator of libgdx.

Adaman and Word Search Blitz were both written in libgdx, while DCSS Online is more of a traditional Android app because it's essentially just hosting a web client and doing some trickery with keyboard input to make it work with the DCSS webtiles JavaScript.

miserium wrote:

I have 4 things published on Google Play:

Goblin Market: 1 player card game against AI.
Adaman: 1 player solitaire care game.
Word Search Blitz: word search against a timer.
DCSS Online: An Android client for playing Dungeon Crawl Stone Soup on webtiles.

Goblin Market was a custom game engine I put together to learn game programming on Android while following the excellent (but outdated now) book Beginning Android Games which was written by the creator of libgdx.

Adaman and Word Search Blitz were both written in libgdx, while DCSS Online is more of a traditional Android app because it's essentially just hosting a web client and doing some trickery with keyboard input to make it work with the DCSS webtiles JavaScript.

Nice! I've played all 4, and was looking at your DC:SS Online for ideas when I started making one for iOS, before 0.17 (when DC:SS, in my opinion, took a severe turn for the worse).

What are peoples thoughts of the Udemy Unity course?

Rykin wrote:

What are peoples thoughts of the Udemy Unity course?

I believe GodzillaBlitz was talking about that course in the "What are you playing this weekend?" thread.

Rykin wrote:

What are peoples thoughts of the Udemy Unity course?

I own it; I've enjoyed it so far. I find it a little slow paced, but it's also trying to explain programming concepts in addition to Unity itself. So for some lectures I'lll skip ahead here and there, but otherwise I like it.

miserium wrote:
Rykin wrote:

What are peoples thoughts of the Udemy Unity course?

I own it; I've enjoyed it so far. I find it a little slow paced, but it's also trying to explain programming concepts in addition to Unity itself. So for some lectures I'lll skip ahead here and there, but otherwise I like it.

So as an experienced C# developer I might find it a bit slow then. I have a code to get it for $27 so I think I will go ahead and get it.

Here is the coupon for anyone else who is interested. Good until June 1st. Code is START046 which might be good for any course I'm not sure.

That looks interesting. A lot more content than the typical coursera programming course.

Huh. Going to bookmark this for potential future use....like maybe in the long winter months here if I want something different to try.

Spring: free 3D RTS engine - https://springrts.com/

fangblackbone wrote:

Spring: free 3D RTS engine - https://springrts.com/

Added!

Eleima wrote:

My skills are non existent, so I'll assume standard cheerleading position. Kudos to you budding game makers, major kudos!

Eleima wrote:

My skills are non existent, so I'll assume standard cheerleading position. Kudos to you budding game makers, major kudos!

My cheerleading skills are next to nonexistent. I'll shadow your cheering until I feel comfortable branching out on my own.

All kidding aside, I guess I'll live vicariously through whatever you guys post here.

Godspeed to evereyone on this post. May you all come out great makers of games on the other side and boast creative ideas to match new acquired skills.

Cheers!!!

Rykin wrote:

What are peoples thoughts of the Udemy Unity course?

I'm enjoying it. I've taken about 15% of the course so far, and it does a good job of explaining the functionality of Unity. At the moment, it's a bit more like following a recipe to build games than it is learning how Unity works, but I feel like I'm able to make that leap on my own. I think when I get done with the course I'll have a decent understanding of the fundamentals of Unity.

The developers have been very good at updating the course, and they are constantly adding, tweaking, and updating content.

Well I signed up last night since the deal expired today. 30-day refund policy and all, so I'll tinker a bit this weekend and decide if I want to stick with it or not. Certainly looks interesting. And at least it got me to install Unity finally.

Hobbes2099 wrote:
Eleima wrote:

My skills are non existent, so I'll assume standard cheerleading position. Kudos to you budding game makers, major kudos!

Eleima wrote:

My skills are non existent, so I'll assume standard cheerleading position. Kudos to you budding game makers, major kudos!

My cheerleading skills are next to nonexistent. I'll shadow your cheering until I feel comfortable branching out on my own.

All kidding aside, I guess I'll live vicariously through whatever you guys post here.

Godspeed to evereyone on this post. May you all come out great makers of games on the other side and boast creative ideas to match new acquired skills.

Cheers!!!

This is why a lot of people gravitate towards Twine, actually, because at it's most basic level it really only requires you to be able to write an interesting story and then tie it together with some very basic html style tags. Then from there you can expand and add sound, images, fancy stuff, etc when you get comfortable with it.

Really worth a look if you want to try something but have zero knowledge, time, or interest in coding stuff.

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