SNCA:Game development
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Game Development is the art of creating videogames. In the Soyical Arts, it refers to Soyjak-themed video games released by 'teens. Now it is used to create slow-burn kafkaesque indieslop trannieslop brimstone or triple-AAA IPs filled to the brim with microtransactions. 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 (similar to starting a raid)
- Actually learn programming first
- For your first game, try making a Space Invaders clone or something equally simple
- Always keep the scope realistic
- You can hire dudes, if you don't mind the contingency of it possibly being a waste of money
Programming[edit | edit source]
How to Install a Compiler[edit | edit source]
https://code.visualstudio.com/ Microsoft compiler. 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).
http://unrealengine.com/ Game engine
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.
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. 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 isn't recommended to skip this phase.
A design document can also help you pitch a game to a publisher, but you should already have a test build ready and update the old one.
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 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 GIMP or Photoshop (paint.net is also good for pixel art) to create textures, sprites, and other art.
Test Build[edit | edit source]
Get a dude moving on some orange blocks, and make some enemies or whatever. See if you can make a functional game in the first place. Be sure to add the most essential mechanics from your design document during this stage.
Beta/Other Builds[edit | edit source]
Good job, you made it past the Test Build. At this stage, flesh out the existing mechanics and add the non-essential mechanics from your Design Document. If you have a plot, begin making levels. Keep repeating the process until you got a game.
Off-Site Resources[edit | edit source]
[WIP]
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.
Gallery/Examples[edit | edit source]


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