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SNCA:Game development

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Game Development is the art of creating video games. In the Soyical Arts, it refers to Soyjak-themed video games released by 'teens. Now it is used to create slow-burn kafkaesque indieslop troonslop brimstone or triple-AAA IPs filled to the brim with microtransactions. Periodically, someone will make gems which are neither niggerlicious troonslop nor a cheap cashgrab, take terraria, notch era minecraft, the quake games, and anything by valve for example. If you want to learn Game Development but don't know how, this is your guide. This practice is sometimes abused by pajeets to push out slop.

Five Nights at Cobson's is one of the gemmiest examples of games made by the sharty.

Tips[edit | edit source]

  • Don't be an ideas guy, you're far better off properly executing a bad idea than poorly executing a good one. (similar to starting a raid)
  • Actually learn programming first. It cannot be avoided, only mitigated, and even mitigating the need for it brings restrictions and difficulties.
  • For your first game, try making a Space Invaders clone or something equally simple. This is for the purpose of familiarizing with the tools of the trade. Ideally speaking, start making tiny games with original mechanics and gameplay at the first chance repeatedly up until you find yourself skilled enough to start a full-sized project.
  • Making a profit off of your debut game is extremely unlikely. Direct your motives elsewhere (passion, portfolio, skill, etc) for your first or first few games. Don't lose hope though, because once you publish a second game, you've already become an outlier, and your first might even see a belated influx of new customers.
  • Always keep the scope realistic. Account for your budget (team or self's cost of living during development, cost of hardware and paid software, etc.), schedule, needs, workforce, and deadline.
  • You can hire dudes, but considering that you're almost definitely a sperg given you're both a 'ki user AND into game dev, you probably have little to no connections or social skills. However, hiring others increases your capacity to make a higher scope game. If you're broke and can't afford to pay one or more people entire salaries in order to start a team, you can instead all work for free for the first game then distribute ownership and income across yourselves after launch. In any other industry this sounds retarded, but it's a surprisingly valid and common practice among indie devs, mainly done by college students/fresh graduates or anyone otherwise new.
  • Work on and prioritize game aspects in the following order, even if you plan for it to be art-driven or story-driven: Gameplay, story, art (that includes music and SFX).
  • If you want to make games for a living, keep in mind that your crappy options outnumber your good ones a million to one. For starters, most AAA game companies make slop every 3-5 years sustained by relentless overtimes only to then have mass layoffs after said slop fails to nobody's surprise, and 97% of indie and solo games on steam fail to make a profit that outweighs their production costs. There is a middle ground, which is getting hired for a medium-sized company, but those are relatively hard to find. You could also find a way to make yourself exceptional as an indie dev so you don't flop albeit this takes deep familiarity with the industry and isn't always possible.
  • The game development industry, despite how gemmy it is as an art medium, is flooded with incompetent jeets, troons, jews, and their goyim mutts (the goyim only get hired to do menial tasks which are nothing like indie work, so don't think this implies game development is nuerotypical activity). Only you can become famous as an aryan chud game dev who refused to bow down to these bad actors.
  • For the love of god please think before you enroll in college and fall into crippling debt until you die all for a degree nobody cares about. It doesn't have to be bad, but many other options exist and publishers and investors take portfolios with projects as proof of proficiency rather than degrees. Also, many game devs who have gone to college report regretting it.
  • Troons abuse chiptune, low poly models, and pixel art for the sake of le heckin aesthetics, but it should be noted these things are slightly easier to learn and make than other options and can help with technical resource optimization. As indie game dev is a generalist art, meaning you need to be competent at various trades but not necessarily masterful at one, this is an understandable practice and you shouldn't be afraid to use old-fashioned or otherwise simplistic assets just because troons do, just be sure you're doing it for the right reason.
  • Have experiences and knowledge outside video games and game development if you wish to be creative. Look to outdoor traveling, reading about history, random wikipedia pages, and shit nobody cares about. Additionally, slightly familiarize with all sorts of things and trades scarcely relevant to game development. (example: learn a little bit about architecture so if you make a house in a game it doesn't feel uncanny or abnormal)

Programming[edit | edit source]

Main article: Programming

How to Install a Editor[edit | edit source]

Visual Studio Code Microsoft code editor, make sure to install the Python extension, and when creating your file, add the suffix .py to it so that it registers as a python file (if you plan to use Python).

Game Engines[edit | edit source]

  • Unreal - Really strong 3D engine, used in games like Fortnite, Rocket League, A Hat in Time and PUBG, programming is done entirely in C++, Though it should be noted that the Unreal Engine 5 is infamous for being highly unoptimized
  • Unity - Versatile engine for 3D/2D games, used to make Baldi's Basics, Hollow Knight and Subnautica, with programming in C#
  • Godot - FOSS 3D and 2D engine, really similar to Unity, programming can be done in either GDScript (Python rip-off) or C#
  • GameMaker - Very accessible 2D engine, used to make Undertale, Deltarune, Spelunky, Hotline Miami and Pizza Tower, programming in GameMaker Language (GML)
  • You can also make your own engine but this is absurdly hard and an excruciating process.

Which Language Should I Use?[edit | edit source]

Well, it depends on what you're gonna do. C++, C# and Java (or Rust if you transheart memory safety) are best for game development, while Python and JavaScript are good for web-based app development. For simplicity's sake, the programming language used (as of 14th April 2024) will be Python. Maybe even learn fortran or LISP or Pascal if you are a boomer. If you are looking for something simple you could use Flash which you can upload directly to the imageboard.

There are also several game engines that let you make games without writing any code.

If you want to go professional, your options are C#, C++, Engine-exclusive languages, and the rest is crappy.

See the following tutorials:

Basic Syntax and Comments[edit | edit source]

The first thing you will learn if you are a complete dumbass at programming is basic syntax. The "Hello World" program is usually extremely simple in most languages and thus is the starting point for all programmers.

It's impossible to teach programming in a single 'ki article, so instead you should learn about it online. Each programming language on the soy wiki has a small example so you can decide what you like. There are tons of videos to learn every programming language online, but videos aren't always the best way to learn something, since you're just going to forget everything if you don't practice. Therefore, it is recommended that you take some kind of coding bootcamp, such as CS50 ev&oe CS50 is for Pajeets, which is a FREE virtual coding bootcamp hosted by Harvard themselves. If you're not retarded (since the coursework is fairly challenging) and you actually care about learning to code, you should try it. They have a course dedicated entirely to Python, as well as one dedicated to programming in general. They used to have one for game development-- it's deprecated now, so the coursework is still on their website but you might not be able to access the answers for it.

Design Document[edit | edit source]

The first, and most important, step to creating a game. The design document puts your thoughts on paper, and can potentially help you figure out if the concept itself is even good, albeit this is best done by prototyping (making a scrappy imitation of the gameplay with little to no visuals), which is the following step. A design document is a basic outline of the game you want to make. You can make it as long or short as you like, but it is EXTREMELY ill-advised to skip this phase.

A design document can also help you pitch a game to a publisher, but you should already have a demo and/or test build ready

Be sure to include:

  • Gameplay
  • Features
  • Story / Plot Synopsis (if present)
  • Concept Art (optional)
  • Scope
  • Estimated Time to Make
  • Style

Assets[edit | edit source]

Look for free assets, and/or create your own gemmy assets. This saves plenty of time, if, for example, you don't want to model every toothbrush and chair. If the asset is not yours and you plan to publish a game using it, be sure to stay mindful of that asset's usage rights and whatnot. If it's 3D, learn Blender, Anim8or, or Maya 3D, in order to modify and create models (and do other stuff like animation). These programs can also help with 2D assets. Get or pirate GIMP or Photoshop (paint.net is also good for pixel art) to create textures, sprites, and other art. As for music, you can hire someone, get help from a publisher, or make it yourself.

Prototyping and Playtesting[edit | edit source]

In this stage, you make a fully functional version of the gameplay in the aforementioned design doc, feel free to have the worst visuals and aesthetics for now as game functionality is the pressing issue, albeit visual and audio cues factor into gameplay a lot so make scrappy versions of those in prototypes. You can test how well-balanced it is and decide if you want to refine the game design in the doc and remake the prototype or move to prototype the next part of your game. Rinse and repeat until you have well-balanced gameplay and a prototype of the entire expected game. If you need a demo for showing to publishers or investors, you can start working on the final version of the first part of your game before you finish prototyping everything. A good rule of thumb to keep in mind is that if the prototype isn't at least remotely fun, additional mechanics and visuals won't help.visuals won't help.

Beta/Other Builds[edit | edit source]

Good job, you made it past the prototype. At this stage, flesh out the existing mechanics, and introduce visuals and aesthetics. Review and playtest your game again and choose to either take it as a final product or take it as a beta build and further polish it. At this stage, it's advised you get your playtesting done by others as well so you can get external opinions on the experience.

Publishing[edit | edit source]

This might just be the worst part of professional indie game development. For the uninitiated, steam will take a cut of 30% of all your income, charge an initial 100 USD fee (albeit this is a necessary evil so jeets don't start dumping slop on there like it's github AND they return it after you make your first 1,000), make you register a legal company, and will exclude you from the algorithm if you don't get enough wishlists by launch day, and console platforms will do all that and more. You can also make a deal with a publisher where they will give you a grant, a partner, and additional resources, but you'll have to give them another cut from your remaining 70% of the profits, you might get abused if you're not careful, rejected if you're outdone or they don't find your idea sustainable, sue and abandon you for saying anything too chuddy online, and more. Additional notice on publisher deals: never give your publishers IP rights in a contract, walk away if they insist on it. You should always account for marketing and profitability and have a plan every single step of the way if you plan to make an indie game for a living, and also have a plan B if your game flops. Do not expect your game to sell itself through word of mouth or just by being good.

Off-Site Resources (feel free to add more)[edit | edit source]

Designing Games - A Guide to Engineering Experiences PDF - Here's 'o a book that covers a fuckton of concepts, methods, and techniques used in game design, applicable to virtually every genre. You might recognize the author as that guy who made Rimworld.

Game Developer's Toolkit - Gemmy youtube channel covering every relevant topic you can think of.

GDC - Game Developer's Conference, a yearly event where various developers give lectures on various topics.

Extra credits (scroll from the bottom up, the newer the video the worse) - A formerly gemmy source of esoteric game design and development knowledge turned edutainment fagfest (albeit they've always been soyboy cucks but at least the videos used to be helpful given enough patience with their bullshit). Nowadays, it's all dust and brimstone but most of their older videos hold up great and are even shown in university lectures. These are now on their old channel now named extra history. You may also know these guys as the retards who said war games should "stop normalizing Nazis" only to then get BTFO'd by their own fellow goyim for it.

Valve Employee Handbook - Really useful handbook that gives you a look into the work process of the employees of the most keyed and aryan game studio to walk the earth, Valve, not counting Terry Davis since he worked solo, mainly did an OS, and making games for it was a side thing to him.

Masahiro Sakurai on Creating Games - A youtube channel of lessons about game development from the lead developer of the Kirby and Super Smash Bros games.

Artindi - A youtube channel of simplistic lessons taught under a "how to fail" theme, meaning the viewer should take the opposite of what is said as the intended advice.

Examples[edit | edit source]

screenshot of a Goydevelop project with a game about playing as a Chud dodging coal and collecting gems.
example of a gem [Coal Dodge] made in Goydevelop [or Gemdevelop depending].
screenshot of Jartycuck's Basics inside of Unity 2021.1.0
second example of a gem [Jartycuck's Basics In Coal 'n Gooning 2 'p] made in Unity.


Game development is part of a series on Computing

>I wrote my own fucking compiler I'm not a nigger like Linus

➜ /languages

├ /markup/ HTMLCSSXML
├ /low_level/ AssemblyCC++C#Holy CRust
├ /high_level/ JavaGoPHPPythonSQLBashJavaScriptPowerShellActionScriptScratchRubyLuaP
└ /tutorials/ CC++JavaRust

➜ /software

├ /imageboards/ nusoiVichanYotsubaOpenYotsuba
├ /operating_systems/ WindowsLinuxAndroidTempleOSBSD
├ /applications/ Web BrowserPhotoshopFlashMS PaintIRC
├ /dev/ Free-software licenseGame development
└ /misc/ BabybotMcChallengeCAPTCHASystemdRAIDRicing4getSnarkysnappydoxingtool.batJS Paint

➜ /cyb

➜ /misc

├ /file_formats/ GIFMIDISVGWEBMWEBP
└ /hardware/ ThinkPadChromebooks

➜ /ai

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