HOW TO Develop game in -2020

  • Hi I am tirh  Recently, the people of Unity asked us to do a series on making your first game.  To be honest, I'm really shocked that we haven't edited it before, so it's time to fix it!  The truth is, I’ve participated in a lot of people who decided they wanted to make games.  


  • And they built an engine, and they started diving and they left just before they finished their first game, because the experience was just frustrating.  It felt like it wasn’t going anywhere.  And I don’t know if we can help, but this team has a lot of collective game-building experience, so hopefully some of our advice here will save you from common troubles.  

  • The thing you want to be careful about is scope.  Many, many people prefer the kind of game-playing engine that plays games.  Unfortunately, this is often not possible. Sometimes over 400 people get in the way in a few years.  Even if you’re just wondering and you throw up your whole life to make your game, you can’t make God’s War or Final Fantasy.  Not even close, and especially not on your first try.  


How to game development 2020
Image credit -https://simpleprogrammer.com




  • The truth is, you don't even make something like Super Mario Bros. like in your first game.  You can create 1 level work * of Super Mary Bros.  But he pushes it too.  Your goal with your first game should be to build something that you can actually play, even in very early fashion, as soon as possible.  Think of your first game as a learning exercise, not your main task.  If you start with a huge project, you don’t know where to start and you will be left with little bits and pieces that have no tangible result, and it looks like you are making some progress.

  •   Absolutely, and you will overcome road obstacles you do not know how to overcome, just leave the fliling gender for what to work on my trust, keep it simple.  If your first attempt at making a game turned out to be a one-room platform with a bad collision, which took you three weeks to make, feel proud of it, because you made it.  You've really done that.  You created the game.  That’s more than most people ever manage. 

  •  So play it, and show your friends and don’t worry when they don’t understand it or are serious because they are still thinking in terms of what they are used to playing big budget games.  * You know how much work it takes to make a game, and more importantly, you know that next time you can make it even better and faster.  Soon, you're creating games that ask people to let you play.  Another thing to keep in mind, (and, I know this sounds weird but) don’t go into your first game with a specific idea.  Learn what you can do and design around it.  Don’t lock yourself in an idea and sit in your head in front of it for weeks or months. 

  •  Instead, learn a few tricks by bloging a few tutorials, then start working towards something that you can build.  It's okay if it still has some parts you have no idea how to get started but make sure it's only a few parts when you are breaking down your projects and planning things.  Which, of course, brings us to the tutorials.  There are a lot of people in any big engine who happily make tutorials about pretty much everything.  Go find them.  Look at them.  Study them.  

  • Then if you get stuck or if you can't find the answer to your question, ask.  You may be wondering how many people are happy to help you with things if you just post on a forum or throw your thoughts on a message board.  And don’t be afraid of coding.  

  • A lot of people say they can't code, but if you design your game exactly, you'll be amazed at how little coding you have to do to make something work.  It's a small amount that any of you who are bloging this right now * can handle it.  Again, just start small, keep it simple.  You'll learn on the go, and there are plenty of sites out there that will help you get started.  Stack Exchange is a fantastic place if you have questions.  

  • Which takes us nicely into one of the biggest: design your game * around your skills.  Part of understanding your scope is understanding your resources and in this case, * you * are your resources.

  • Are you a great artist but you have never coded in your life?


  • In those circumstances, your game leans on your art skills while pushing you enough on the codeside to learn some new things.  Are you someone who can't draw or model or animate?  correct.  There are a lot of games that get away with what you would call minimal graphics.  

  • Accept it and accept it as part of your design.  Barriers force us to be creative.  And if you have something that you * just have *, if there's some coding work or some piece of art that you can't live without playing, but you don't have chops to automate, the asset store  go there  .  There’s an amazing amount of stuff that you can’t get anything out of there. 

  •  James just spoke to a professional studio who picked up his full voice chat code from a property store that would cost a fortune to go to the movies.  James wants to have this kind of thing when he starts working in sports.  So take advantage of it.  After all, don’t give up.  There is so much more to life than meets the eye.  

  • Most people start doing this work between a job or a full school schedule and it’s very easy to go through days and then weeks before you get back to work on your game.  It’s becoming the first conflict, no question.

  • One day you will have the option to create * * games instead of doing all that stuff.  But that's for the basics.  I know it was all comprehensive, basic stuff that most of you probably already knew, but I think it's important to start from there, because when you're deep in the process of creating a game, it's often a real high level. 

  •  There is basic stuff that people forget.  But, join us in the next episode for more practical and bolts of making your first game.  See you next week!

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