
11:54 AM

Ferrin
, Posted in
beginner
,
tutorials
,
31 Comments
Maybe you've already tried out some game creation platforms and you're ready to venture into the world of making a game from scratch. This of course requires some programming know-how (or a lot, really) and with all the languages out there, I bet you're scratching your head and wondering where to start.
If you go google something along the lines of, "what language is the best for making an FPS/RPG/etc game," you will be quick to notice in your research that there really isn't a 'best'. Some will say C++ is the way to go with an RPG, while others will defend VB.NET (visual basic NET, not to be confused with visual basic). Some will insist on JAVA, and some will even scream of Perl. In this post, we're going to go over a few languages to determine some perks and quirks on varying languages, and which is best for you specifically. Even if C# may be best for what you want to make, VB.NET is much more user friendly and could very well prove to be more beneficial.
Since it seems the most favored form of game design these days is the RPG (or MMORPG), we'll start there. If you're more interested in a strategy or FPS game, or perhaps even a simulation game, please hang around a bit as I plan to work on those next.
Choosing the best language for an RPG
Adventure, excitement, diverse characters and rich environments with fantastic and interactive storylines. An RPG is quite possibly the most complex of all games, with such a well-rounded flavor to it that people have been known to become addicts. What you really want to consider when it comes to language choice are the below questions:
- Is it text-based, 2D, or 3D?
- Is it multiplayer, and if so, how will the users access it?
- What sort of fighting (if any) will be involved? Is it a real-time environment?*
- How big will it be, and how complex is the storyline?
- Are there going to be cinematics?**
- What's my budget?
- Are third parties (such as a server) needed?
* Real time refers to events simulated by a computer at the same speed that they would occur in real life. In graphics animation, for example, a real-time program would display objects moving across the screen at the same speed that they would actually move.
** animated, movie scenes during or between moments of game-play.
A text-based game (Usually referred to as a MUDD (multi-user dungeon domain)) does not require the graphic rendering power that a 2D, or even a 3D game might. For a MUDD I strongly suggest using Java. Java programs are mulit-user friendly and can store information easily (such as saving character info). Java is one of the easier languages to learn, and free to program with.
2D games require a language that handles graphics rendering. This means they are able to load and display pictures (usually called 'tiles'-- images such as grass and dirt that are layered in a grid to make the full image of the map) and at a speed that keeps things running smoothly. Again, the diversity of Java makes it an excellent program for this, and is easier to learn than most. VB.NET (an evolved form of VB or 'visual basic') is possibly much easier for a beginner to learn, being (as the name implies) very visual. If you're knowledgeable about programming, C# (not C or C++) is notably good at making games, too. If you're new to programming, I very much encourage starting off with VB.NET. The platform to use it, Visual Basic Express 2010 is free of charge and quite user friendly. Designed by Microsoft, it's entirely trustworthy and I personally have it. VB Express 2010 is also loaded with help, and has a few very nice tutorials to get you started in learning.
3D games When moving from text-based and 2D rpgs to 3D, we're going into something quite a bit more advanced. Should you feel you're ready to make a 3D rpg game, try testing out some free 3D design platforms to get a feel of how 3D works. I'd have to say my favorite above all is Blender 3D. It's powerful and universal, used by professionals as well as beginners. The community is quite large and helpful, and there is a great amount of tutorials and documentation, as well as an excellent e-magazine that they have.
We'll get more indepth with 3D game design soon, but not until I've fully covered the other versions of RPGs.

9:23 AM

Ferrin
, Posted in
game makers
,
reviews
,
0 Comments
As mentioned in my introduction, I've created a list of available game design platforms that require little to no programming knowledge. I will inevitably be testing as many of these that I can, and link a review to each.
List progresses from completely free to the most expensive.
1. Jump Craft
Cost: Free, unless you plan to sell or distribute your game. Then you must purchase the upgrade.
Difficulty: 2/10 Jumpcraft's engine is very easy to use and quite simple. It's just a matter of filling in your title name, choosing colors, and clicking wherever on the grid you want your dirt/water/ladder/tree to go.
Quality: 3/10 The graphics are very simple. It's a 2D side-scroller game (think Super Mario style) with very plain graphics and animation. It does the job, but I wouldn't use it for attempting any sort of story-oriented game designing. Works well for your typical level-based adventure game. The design has a Super NES nostalgic feel to it.
Screenshots:
Game play (top) and interface (bottom).
Cost: Free, unless you plan to upgrade in order to remove the "Silent Walk FPS Creator" logo from the title.
I am currently unable to review this product due to a consistent start error stating "memory violation". I will
update this if the error is fixed.
3. Gamemaker 8
Cost: From their site: "The Lite Edition is meant for those taking their first steps on the path of developing games. It can be used for free but is limited in its functionality. When you are using Game Maker regularly you are strongly recommended to upgrade it to the Pro Edition for $25."
Difficulty: 3/10 Very easy to follow and simple to use. The tutorial is wonderful for basic introduction, yet the engine is powerful enough that a beginner could easily learn the operations of game development and triggers, objects, etcetera. A great tool for learning.
Quality: 6/10 While true to your typical top-down 2D game, these graphics aren't bad, and you can add your own to make it even better. The interface is rich and easily capable of making a variety of games, to include story-based RPGs. I plan to play with these a bit more at a later time.
Screenshots: Interface (top) and gameplay (bottom)

7:37 AM

Ferrin
, Posted in
intro
,
welcome
,
1 Comment
Today's world is pretty dynamic. The internet and constant flow of programming languages has amounted to a vast array of new games, with unique design interfaces, engines, and themes. From FPS (first person shooters) to puzzles, strategies, and the ever popular MMORPG (massive multiplayer online roleplaying game), it seems the limits are endless.
Of course, this doesn't mean that the task of making your first game won't often be quite daunting. Your average programmer will tell the aspiring game-maker to go to school, get a few certifications and a degree or two, then hook up with a squad of programming nerds and plan to spend 10+ years grueling over code. While this may have been the case back when Squaresoft and Enix were barely acquainted, things have changed so drastically over the years that the above is not necessarily the case.
I, for one, am not certified in any field, nor do I have any degrees. I've made a number of games, from simple 2D rpgs to first person shooters, to horror-based strategy games. I've done text-based games, dice-based games, 2d scrollers, and have a fully active 3D game I've been working on for about a year now.
I'm self-taught primarily, and my skills range from your basics (html, php, javascript, mysql) to advanced (C and C++, perl, Visual Basic 6 and VB.NET, Java, and the relatively new JavaFX).
Now you're probably wondering, "do I need to learn all of this?! Dear God, I'm screwed."
In short, the answer is No. For one, there are plenty of game engine platforms out there that require absolutely no experience in programming, yet will allow you to make fully functional games. Whether or not these permit the license to sell your game vary from one engine to the next. Some are free, some are expensive. It really depends.
Please Note: a section will be available in this blog listing reviewed game engines available.
If you want to get serious about game design, learning a language is always a good thing, if not required. While game makers are useful for casual creation to share with friends or just get the feel of design down, they will never substitute the real deal. The versatility given in knowing how to code is inarguably important.
We're going to go over a number of languages in this blog, weighing out which are better for what sort of game, and listing tutorials on how to begin learning them in a game-oriented fashion. I plan to write a number of tutorials myself, which will subsequently be listed.
Overall, remember: this is YOUR dream, and you DO have the means to make it come true.