Fra nul til spildesigner: hvordan man begynder at bygge videospil, selvom du ikke har nogen erfaring

For 2 år siden var jeg bare 17 år gammel gymnasieelever, der ikke vidste noget om kodning. Men jeg skubbede fremad alligevel, og inden for få måneder offentliggjorde jeg mit første spil på Steam.

Nu har jeg lavet over 10 spil til desktop, web og mobil med over 1,9 millioner spil kombineret.

Uanset dit færdighedsniveau kan du også lave et spil. For 2 år siden troede jeg det var umuligt, men prøvede alligevel. Det var det sværesteting jeg nogensinde har gjort. Men det var det værd. Nu er jeg klar over, at spiludvikling er som enhver færdighed - du bliver kun bedre ved at gøre, mislykkes og derefter forbedre.

Jeg lærte mig selv alt, hvad jeg kender. Og nu skal jeg lære dig.

For at lave et spil skal du gennemgå de 6 faser af spiludviklingen: Design. Kunst. Kode. Lyd. Polere. Marked.

Resten af ​​mit indlæg vil strukturere hvert trin i følgende:

  • ? En dvice, som jeg har kurateret fra mine og andres oplevelser.
  • De kilder, jeg har fundet mest nyttige.

1. Design?

Råd?

Du har en god idé. *

Men hvordan fanger du det skriftligt?

Alle får deres egen måde at gøre det bedst på. Nogle komponerer 60-siders designdokumenter. Andre, som jeg, skriver en side med dårligt skrevne noter, som ikke kan læses for nogen anden. Jeg ved ikke, hvad der er bedst for dig. Men jeg kan give forslag til, hvad jeg skal skrive om :

  • Krog. Hvad gør din spilidee god? For mig er dette det vigtigste at nedskrive. Når du først har fanget dette, kan du skrive de næste tre punkter meget lettere ned. Handler dit spil noget tankevækkende? Skandaløst? Sætter det et nyt twist på en gammel klassiker? Eller gør det noget, der aldrig er gjort før?
  • Mekanik. Hvad laver din spiller? Og til hvilket formål? Dette er dit gameplay. Det kan være så simpelt som at trykke på QWOP for at bevæge sig i spillet QWOP, at trykke på knapper for at chatte i Mystic Messenger, til de mange nøglekombinationer i Dwarf Fortress.
  • Historie. Hvilken historie skal spillerne huske dit spil efter? Hvilke følelser skal de forlade dit spil med? Hvert spil har en historie. Hvis historien ikke er indlysende, oprettes den af ​​spilleren. En historie kan skabes ud fra det stigende antal i 2048, de stigende imperier i civilisationen og de tavse interaktioner i Monument Valley. Tænk over, hvilken historie der findes i dit spil.
  • Humør. Hvilket indtryk gør dit spil? Hvad er det visuelle? Lyd? Førstehåndsindtryk betyder noget. Førstehåndsindtryk hænger - så bliver spilleren ved med at spille. Måske giver du dit spil en retro-stemning med pixelgrafik og chiptune-musik. Eller et moderne, rent look med flade geometrier og instrumentaler.

* Har du svært ved at tænke på en idé? Kreativ blok rammer os alle.

  • Deltag i et spil hackathon / jam. Du og andre deltagere får til opgave at lave et spil på kort tid. I hele og efter bliver du mødt med støtte fra andre jammere. Og spændingen og kreativiteten under en marmelade? Smitsom. Ved du ikke, hvor du skal komme i gang? Prøv Ludum Dare, en af ​​de største spilstop.
  • Hold en liste over ideer. Jeg og andre udviklere, jeg kender, noterer vores ideer. På den måde kan vi henvise til vores gamle, når vi løber tør for nye.

Når museet rammer, skal du stoppe hvad du laver. Skriv den idé ned. Næste gang kreativitet spøgelser, vil du ikke blive ved med at gribe fat om sugerør.

Ressourcer?

Alt det nedenstående er prøvet og sandt. (?) betyder, at jeg bruger det i øjeblikket.

Tage noter:

  • Noter til Mac (?)
  • Google Docs (?)
  • Trello

Samarbejde (for hold):

  • Google Drev
  • GitHub (?). R svarer til git og Unity .gitignore.
  • Unity Collab. Nemmest ud af de tre. Den gratis version har begrænsninger.

Heads up - Enhed er den spilmotor, jeg bruger til at lave spil, så jeg nævner det hele tiden. Du er velkommen til at bruge en anden motor.

Spil design:

  • The Art of Game Design af Jesse Schell
  • Gamasutra

2. Kunst?

Råd?

Du har planlagt din idé; tillykke, det er fantastisk! Nu kan du arbejde på det egentlige spil.

( Hvis du ikke ved, hvordan du koder , foreslår jeg, at du udfører trin 3, kode, før art. Du vil ikke oprette kunst, som du vil trash senere, fordi du ikke kan kode den.)

Ved ikke hvordan man tegner? Vær ikke bekymret. Alle kan lave noget smukt med de 3 grundlæggende visuelle principper: farve, form, rum.

UI

Tænk over, hvordan du kan gøre det unikt - have et tydeligt farveskema, skrifttype (r), form (er) og ikon (er) - mens det er funktionelt . Er den vigtige information læsbar og åbenbar? Distraherer farver / skrifttyper / ikoner overhovedet fra det?

2D-animationer

Du har to muligheder:

  • Ramme-for-ramme. Tegn hver ramme af animationen. Til dette skal du bruge sprite ark med TexturePacker (eller hvis du bruger Unity, Sprite Packer).
  • Knoglebaseret. Tegn hvert animeret lem, animer derefter lemmernes position, rotation og hvad der ikke er i spillet. Kan være hurtigere, lettere og spare hukommelse. Hvis du laver 2D og bruger Unity, kan du prøve at redigere drejningerne til sprites eller Anima2D.

Diverse

Her er nogle generelle diverse kunsttip, der gælder for ikke kun kunst i spil, men også i anden software.

  • Tile patterned assets to create tiled images and save memory.
  • 9-patch/9-slice assets with unscalable borders but a scalable center to create scalable images and save memory.
  • Make the dimensions of each asset a multiple of 4or a power of 2 to save memory. Which one depends on how you’re compressing the assets.
  • If you’re using Photoshop, use “File > Export > Layers to Files” to quickly export each layer as a file (e.g. PNG, JPEG).

Resources ?

Creating UI:

  • Photoshop (?).
  • Sketch.

UI principles:

  • Google Material Design (?).
  • Apple’s UI Do’s and Don’ts.

Creating 2D assets:

  • Photoshop (?).
  • Gimp.
  • Paint Tool SAI. Good for smooth/anime styles.

Creating 3D assets:

  • Blender (?). Powerful but steep learning curve.
  • Maya. Good for animation.
  • Max. Good for rendering.

Free assets:

  • Behance (?). Fonts + icons + other designs.
  • KennyNL. HQ, game-ready UI/2D/3D art.
  • Open Game Dev Art. Large library of user-generated art.

Inspiration:

  • Dribbble. Designs from invite-only designers.
  • Behance (?). Designs from anyone with an account.
  • itch.io (?). Beautiful indie games.

3. Code ?

Advice?

Debug.Log(“Oh boy! Time to code!! ^_^”);

Your first step? Decide on a game engine and an IDE (Integrated Development Environment — basically, an app that lets you code). My recommended game engines+IDEs are in Resources below.

Your second step? Code.

Don’t know how to code? No worries. I got you. You can learn.

These CS fundamentals should be enough to start. (All code examples here are in C++, one of the main languages the Unity 3D game development framework uses.)

1) Data types and variables. At the root of all code is data. That data is stored in variables.You can declare a variable like this:

int i = 0;

Let’s break that down.

int is the data type. i is the variable name. And that = 0 assigns zero as the variable value.

So what’s this?

string s = "pusheen is best cat";

string is the data type. s is the variable name. And yep — you guessed it — “pusheen is best cat” is the variable value.

Some common data types: int and long are integers. float and double are decimal numbers. And string is any sentence. (Even an empty one — “”!)

Want to know more? Go through this and this.

2) If statements. If statements evaluate if a certain condition is true. If it is, run the code that’s inside the if statement:

if (true){ //true is always true! doThings(); //I'm inside the if statement's brackets; run me! }

If the condition isn’t true, we can evaluate other conditions with else if:

int i = 1; if (i == 0){ doThings(); } else if (i == 1){ doOtherThings(); //I'm gonna be run! }

Or, just run some other code with else:

int i = 60000; if (i == 0){ doThings(); } else { doOtherThings(); //I'm still gonna be run. }

3) For/while loops. While loops continue while a certain condition is still true, executing the same lines of code over and over again. When the condition is false, the while loop exits.

while (someBool == true){ //condition doThings(); //We'll keep doing things until someBool is false }

Think: how long does this while loop last?

while (true){ doThings(); }

For loops are basically while loops where:

int i = 0; while (i < condition){ doThings(); i++; //increment after doing things }

That’s equivalent to:

for (int i = 0; i < condition; i++){ doThings(); }

4) Basic data structures. So, we have data, and we ways to evaluate and manipulate that data. We can also store that data into some structure — a data structure. Data structures you should know are arrays, lists, queues, stacks, and sets.

Here’s a quick example of an array:

/* Say you have numbers 0 through 9 that you want to store somewhere. You can store it in an array! */ int[] arr = new int[10]; /* The [] brackets declare an array. We assign a new array to arr of size 10 - that means it can hold 10 elements. Arr now looks like this: arr = [ 0 0 0 0 0 0 0 0 0 0 ] */ for (int i=0; i<10; i++){ arr[i]=i; //We assign whatever i is to the the ith index of arr. //Did you know data structures' indices start at 0? ? } /* After the for loop, our array data structure should look like this! arr = [ 0 1 2 3 4 5 6 7 8 9 ] */

To solidify your knowledge of 2–4, go through this.

5) Functions and exceptions. Functions are basically a small line of code describing a big bunch of code. For example, if you call:

EatBread();

And EatBread() looks like:

void EatBread(){ //<---this is a function. breadAte=true; printf("I CAN FEEL THE CARBS COURSING THROUGH MY BODY"); }

Then the call to EatBread() is actually a call to the two statements within the EatBread() function.

If you do something bad in your code, an exception might get thrown. They’re angry red errors there to tell you, hey, back up, what you did right there just ain’t ‘workin out logically. Go revise it.

To learn more about functions, go here; for exceptions, go here.

Then, there’re other things you should know:

6) Language. What language are you going to code in? C++? Javascript? C#? Every language is written somewhat differently and can let you do different things.

7) API (Application Programming Interface). Once you know the basics, you’ll have to learn the specific API of your game engine. APIs are essentially a bunch of powerful tools wrapped in simple classes and functions that you can call. APIs make life easier. Way easier.

Lastly:

8) Look at an example project in your chosen game engine. Unreal and Unity both have a ton of free example projects. This’ll let you discover how everything comes together. Plus, you can build your game idea off of the project. (I built my first game off of Corgi Engine.)

if (you.getThisFar()==true){ veryProud=true; you.didIt(); //CURRENT MOOD: THE SH⭐⭐KEST ??? }

A word of encouragement: I know. Coding is scary at first. Nothing makes sense, you’re hitting constant roadblocks, and you might want to quit in the face of failures and exceptions. It doesn’t mean you’re bad at coding. Coding is challenging. It’s understandable to feel incompetent at first.

But it just takes time, like any other skill. It’ll get easier. And it’ll get fun (at least, it did for me).

Important game programming concepts:

  • Object orientation.Makes programming feel more natural.
  • Naming conventions.Name your classes, methods, and variables as something that obviously conveys its purpose. For instance, a melee attack function should be named meleeAttack(), not mA() or protecbutalsoattac(). You (and others who read your code) should know what’s going on.
  • Decomposition.Put code that repeats itself into a separate function. Call that function instead of duplicating the repeatable code.
  • Singleton design pattern. Allows data that a lot of things need to be stored in one place.
  • Static avoidance. Beyond singletons, I’d avoid making static variables— their lifetime is the game’s lifetime, they’re slower, and they can have unexpected behaviors in the editor.
  • Observer design pattern. Allows things that must happen depending on another thing to not waste the computer’s time checking that other thing.

Important Unity-specific things:

  • Coroutines.IEnumerators and Coroutines allow you to start doing things, continue doing things until some time has passed, then stop. I use them all the time: for bursts of visual effects; for lerping movement; for waiting for a scene to load before grabbing the scene’s objects.
  • ScriptableObject.These contain data with less overhead than MonoBehaviors.

Resources ?

Game engines:

  • Make your own. Requires C/C++. Low level. Really, really low.
  • Unity (?). 2D/3D. Requires Javascript/C#. Mid-level. Cross-platform.
  • Unreal Engine. 2D/3D. Requires C++. Mid-level. Cross-platform. Notes: 2D support is not great.
  • pixi.js (?). 2D. Requires Javascript. Mid-level. Web.
  • GameMaker Studio. 2D/3D. Requires GML. Beginner level. Cross-platform.
  • Corona. 2D. Requires Lua. Beginner level. Cross-platform.

IDEs:

  • Visual Studio Code (?). For MacOS. Gives me no lag and has awesome, VSCode-exclusive features (such as inline reference info, quick navigation (⌘T)).
  • Visual Studio (?). For Windows.
  • MonoDevelop. Comes with Unity. Tends to lag.

Free Unity assets:

For Unity findes der masser af gratis aktiver på Unity Asset Store, GitHub, bitbucket og andre websteder. Jeg bruger mindst 2 i hvert projekt. Gør dit liv lettere med aktiver, men indse, at de ikke er perfekte. Hvis du opdager fejl, tøv ikke med at rette dem og / eller ping udviklerne.

  • TextMeshPro (?).
  • LeanTween (?).
  • Svamp.
  • Corgi-motor.
  • Dialogsystem.
  • Efterbehandlingsstak.
  • Keijiro Takahashi. Arbejder hos Unity. Har fantastiske open source Unity visuelle effekter projekter!
Sidst men ikke mindst, min # 1 løsning til kodning af problemer: Google!

4. Lyd?

Råd?

Først: Vil du have lyd?

Audio kan gøre underværker for nedsænkning og stemning. Men det kan koste hukommelse.

Hvis svaret er ja, hvilken lyd?

Vil du medtage musik ? Lydeffekter ? Voiceovers eller fortælling ?

For enhver af ovenstående, optage og bland dem på en måde, der matcher din spillets humør . For eksempel bruger Bastion organiske mund- og instrumentlyde, der matcher sin spilverden. Crypt of the Necrodancer bruger en blanding af elektroniske beats og chiptune rock til at matche det farverige, rytmiske spil.

"Nedsænkning er konge."

-Darren Korb, Supergiant Games

Hvis din lyd ikke svarer til dit spil , kan det forringe nedsænkning. Hvordan vil din lyd matche dit spil?

Ressourcer?

Lydværktøjer:

  • Logic Pro. $ 200. Kun MacOS.
  • FL Studio (?). 99-899 $ . Har gratis demo.
  • Reaper. $60–225.
  • Audacity (?). Free. Limited capabilities. Useful for cleaning audio.

Retro sound effect generators:

  • Chiptone.
  • Bfxr.
  • Leshy SFMaker.
  • as3sfxr.

Free sounds:

  • Soundcloud (?). Soundcloud has a ton of gorgeous gems under Creative Commons (CC). Here’s a playlist to get started. Make sure to provide attribution if needed.
  • Incompetech (?). CC music. Must attribute.
  • Bensound. CC music. Must attribute.

5. Polish ?

Advice?

Hey! You’re here! You made it; that’s absolutely incredible (I’m serious, if you get this far, I’d love to hear about your game; hit me up)!

You’re done.. right?

Well. There’s a 99.99999% chance there’re bugs.

It’s time to bug test.

Bug testing your game

  1. Get others — not you — to play it. Preferably in front of you, because if they encounter a bug, they might not realize or have a hard time describing it.
  2. Play it on all targeted platforms. It may work in the editor, but does it work where it matters? For Linux and the different versions of Android especially, I find that things get a little wonky.

Alright. You’ve found a bug. What now?

  1. Check the console for exceptions. Found one? Great! Find the file and line number where the exception was thrown. If the exception sounds like something from Mars, Google it and learn about it. Then figure out why that line number is throwing that exception.
  2. Still can’t figure it out? Write to console. Start tossing in them log statements in the place(s) you think is causing you trouble. Print variable values, and see whether what’s printed is what’s expected. If not, fix that.
  3. When worse comes to worse, check logs. The logs of your project will give you way more info than the console. Read the last lines where the exception occurred. Google anything you don’t know. Can you fix it now?
  4. Sleep. It’ll get fixed in the morning. This is just a bad dream. Right? ?

Common errors

  • NullReferenceException.
var.doThing(); //throws NullReferenceException: Object reference not set to an instance of an object

Problem: You’re doing a thing on a null (nonexistent) variable.

Quick fix: Check if the variable is null before doing the thing.

if(var != null) { var.doThing(); // do the thing safely! }
  • SyntaxErrorException.

Problem: Your code has invalid syntax.

Quick fix: In the Exception message, it should tell you what character is throwing the error. Change that character.

Note: If the character is a double quote, make sure you’re using dumb quotes instead of smart quotes:

" //dumb quote ” //smart quote. I promise these'll give you trouble at some point in your life. ?
  • Pink or black screen.

Possible problem: Some shader can’t render.

Possible causes: You’re using a 3D shader for a 2D game. Or, you’re using some shader feature unsupported by the target OS. Be sure to use mobile shaders for mobile games.

After you’re done debugging, polish your game off by optimizing its memory usage and performance. This’ll make it download faster and heat up people’s devices less.

General optimization tips

  • Set the target frame rate. The frame rate could be 20 for a visual novel or 60 for a first-person shooter. A lower than default target frame rate allows the game to spend less time rendering frames.
  • Animation / particles / occlusion culling. Culling means that things invisible to the camera aren’t rendered. Characters’ll only animate, particles’ll only update, and 3D models will only be rendered when in view.
  • Compress textures and audio. Crunch compress textures. Stream music and decompress sound effects on load. Decrease the audio quality. Note that compression may or may not decrease the quality of assets noticeably.
  • Object pooling. Avoid instantiating and destroying many objects at once to prevent huge spikes. Instead, object pool them in a List, Queue, or other data structure. Things like bullets should be object pooled.
  • Don’t let raycasts hit things that don’t need input.Raycasts are like little rays that shoot from your fingers or mouse everytime you tap or click. Remove objects that don’t react to those inputs from raycast calculations.

If you’re up for a challenge:

  • Optimize shaders. Give each renderer a material. This’ll save resources in the beginning since the game doesn’t have to create new materials for everything. Have the shader for the material only include what’s functionally needed (for example, a button that doesn’t need masking can use a Sprite shader instead).
  • In Unity, Use AssetBundles instead of Resources. AssetBundles will save memory by pulling from online (e.g. dropbox) or local storage (e.g. hard disk). I haven’t tried too much due to the poor documentation, though.

Resources ?

All of these are from Unity but can be applicable to other engines.

Scripts:

  • Optimizing scripts in Unity games (?)

Art:

  • A guide to optimizing Unity UI (?)
  • Art Asset best practice guide (?)

Memory:

  • Reducing the file size of your build (?)
  • Memory

Platform-specific:

  • Practical guide to optimization for mobiles (?)
  • WebGL performance considerations (?)
  • Memory Considerations when targeting WebGL (?)
  • Olly’s seven stages of optimizations for mobile VR

6. Market ?

Advice?

Congrats! ?? You’ve made something. It’s time to show the world what you’ve made.

Personligt er marketing min mest angstfremkaldende fase. Hvis du også bliver tvivlsom, er spiludviklerfællesskabet nyttigt. Du er ikke alene om dette. Og du er kommet så langt - kan lige så godt komme igennem til slutningen, ikke?

Du ved aldrig, om det bliver et hit, medmindre du prøver.
  1. Udkast. Opret kladder til din spilside på alle dine målrettede spilfordelingsplatforme. Find en liste over platforme i Ressourcer nedenfor.
  2. Netværk. Hvis du går hele netværksmilen, vil du gernee-mail -spilpresse , fremvisning på festivaler og deltag i konferencer .

With game press, email your unlisted game page a week before release. Give people some time to write about it. It’s likely they won’t write about it at all. I’ve found that press loves a compelling developer story, unique/controversial concept, and, most importantly, a presskit.

How do you find emails? You can..

  1. Find writers you like and Google their name. Their email is bound to come up somewhere: Twitter, LinkedIn, etc. Or..
  2. Find the magazine/new’s company-wide email on their About page. It’s usually in the format of [email protected]

Do not email press about your game if they explicitly don’t cover your genre/targeted platform.

Festivals can get you awards and/or professional recognition by other developers and press.

Conferencesare what you make of it: they can be all about networking with other developers, companies, and press (go get them business cards!); updating your latest game dev know-how; playing others’ games; or meeting up with internet friends.

Game conference tickets are expensive. If you’re a student, think about applying for scholarships for them. The IGDA Scholars program gives you some especially amazing networking and event opportunities.

3. Youtubers/Streamers. You can get video coverage of your game by:

  1. Ranking high on game distribution platforms.
  2. Emailing. If you email, don’t talk about yourself; talk about the game. Keep it sweet, short, and compelling. Use eye-catching photos and gifs.

How do you find emails? Look at their About page. If you can’t find it there, Google them and see if their other social media have it.

4. Social media.

Social media is an amazing marketing tool. Agar.io found its rise from 4chan, Butterfly Soup got mad boosts from Twitter, and some form of social media always ends up in my top 4 referrers:

My favorite social media platforms for marketing are in Resources below.

A last note Publisher or self-publish? Game marketing is a lot. Do you want a publisher to take care of all that? Want to go the Hotline Miami x Devolver Digital route, or rely on Farmville and Doki Doki Literature Club’s word-of-mouth?

With a publisher, you’ll have to do your research to find a good one. After, you’ll sign paperwork and go through legal hoops. Plus, it’s a huge financial investment.

By yourself, you’ll have to put a lot of time and effort into learning marketing. You may love it. You may hate it. And you might not do a great job of it, either. But it’s free, and you learn valuable skills.

For me, I’ll always self-publish. I love learning new things. Also, I firmly believe that a truly great game will succeed no matter what, as long as some marketing effort was put.

6. Hit that Publish button!

??Yooo, you DID it!! ?Now relax, sit back, grab a yummy drink, and take some time for yourself! You’ve worked so hard. You deserve it.

And remember that, even if your game doesn’t get the reception you expected, that’s ok. It’s not gonna be perfect your first time. My first game on Steam only has 255 downloads.

The facts are, you made a game. You learned so much. That’s enough.

And there’s always a next time!

Resources ?

Game distribution platforms:

  • Steam (?). PC. Requires $100 USD fee per game.
  • Origin. PC.
  • GOG. PC. Free to publish. Game must get accepted.
  • Mac App Store. MacOS. Requires Apple Developer account.
  • itch.io (?). PC/Web. Free to publish.
  • Game Jolt (?). PC/Web. Free to publish.
  • Armor Games (?). Free to publish. Must apply to be a developer.
  • Kongregate (?). Web. Free to publish.
  • Newgrounds (?). Web. Free to publish.
  • GitHub (?). Web. Free to publish on your own site with domain name formatted as “___.github.io”.
  • Amazon. Web/Mobile. Free to publish.
  • Google Play (?). Mobile. Requires one-time $25 USD fee.
  • iOS App Store (?). Mobile. Requires Apple Developer account.

Game press:

  • IndieGames.
  • Siliconera.
  • FreeGamesPlanet. Super nice admin.
  • PCGamer.
  • Kotaku.
  • Rock Paper Shotgun.
  • Polygon.
  • Giant Bomb.
  • EuroGamer.

Game festivals:

  • Independent Games Festival (IGF). Deadline around October.
  • Indiecade. Deadline around May/June.
  • Swedish Game Awards. Deadline around July.
  • South by Southwest Festival (SXSW). Deadline around December.
  • The Game Awards. Deadline around November.

Game conferences:

  • Game Developer’s Conference (GDC). San Francisco.
  • Penny Arcade Expo (PAX). Seattle/Boston/Philadelphia/Melbourne.
  • Electronic Entertainment Expo (E3). Los Angeles.
  • Tokyo Game Show. Japan.
  • Steam Dev Days. Seattle. For Steam developers only.

Emailing:

  • presskit()

Social media:

  • reddit (?). Pick an appropriate subreddit. Some of my favorites are /r/WebGames,/r/IndieGaming/, and /r/visualnovels.
  • Facebook (?). Post on your Facebook Page (if you have one) and personal facebook (if you’re comfortable). There’s also tons of Facebook Groups where you can show off your game! Here’s some:

GameDev Show and Test

Welcome to GameDev Show and Test - a sister group to the Indie Game developer groups. The purpose of this group is to…

Indie Game Developers

Independent Game Developers group for small companies and individuals designing and publishing their own games. **READ…

Indie Game Promo

Indie Game Promo has 47,645 members. Sister group to Indie Game Dev and Indie Game Chat for the purpose of promoting…

  • Tumblr (?).
  • Twitter (?). Try using tags like #gamedev, #indiedev, and #screenshotsaturday to get discovered.

Community:

  • /r/gamedev (?).
  • Ludum Dare (?).
  • Indie Game Devs (?).

Conclusion

Der er ingen snydekode til at lave et spil. Det er bare en masse beslutsomhed og indsats.

"Bag hvert halveringstid, Minecraft og Uncharted, er der OCEANER af blod, sved og tårer."

- Ken Levine

Du bliver forvirret. Du laver fejl. Du kan endda græde (jeg gjorde - og gør stadig).

Men det er okay. Det betyder, at du vokser. Hvis du lægger så meget på, tror jeg på dig og dit spil: Du kan gøre det.

Hvis du kunne lide at læse min første artikel, skal du sørge for at give en? (Eller flere - vidste du, at du kan give mere end en?) Det ville betyde verden?

Du kan også følge / DM mig på Twitter, Tumblr og GitHub og købe mig en kop kaffe, hvis du ønsker det.