Let’s Start Creating Your Own Computer Games

I always have video games since the first time you play at a friend’s computer in the afternoon after elementary school loved. There is something magical about the fact that we are moving pictures and interact with virtual worlds, a living fantasy presented for us to interact with however we want. I’ve always wanted to make games themselves, but until recently, they have to do the know-how. Now I am second year student in software engineering, so if you have not been able to code a game without too many dramas there is something radically wrong. But what ordinary people: the people, for the “memory loss”, the term conjures up images of her grandfather’s “pipeline” where the water flows, and ‘blitting’ is unheard of? Now anyone can enter the process of developing the game, and do not even need to learn to do “real” programming.

So where to start the games? With an idea. Games, like all fiction, require an idea to success. Of course the only way you can just sit down and write a story without foresight, you can stick to a game and jump together. However, if you are ridiculously lucky, the best works are usually thought those who were well thought out beforehand.

There are two methods of project planning. You can from a technological point of view known start and build your project on it, or you can go the design, add many features and ideas you want, and eliminate those that are not not used in deciding which technology to be implemented in the game. In general, the second type is probably best to go with the game design. When you started, but the first option you can save many headaches.

This allows for a first game, you want a pretty simple. Do not get me wrong, are crazy awesome game ideas-go-nuts, and that more of them out there, but we can not to a real world simulator with 50 billion to create real people with each virtual time interacting with their actions with a butterfly on the future of the virtual universe, if it’s just his first game. Really. Many people try, not that I know have been successful. Imitation is the best way to start. Simple games like “Space Invaders”, “Tetris,” “Pacman,” or even “Pong” are the best places to start. All are largely simple to create but have some problems. ‘Pacman’ for example, requires path to find the ghosts. I recommend you start even simpler than the first attempt. “Space Invaders” is a good place to jump in. You can make a simple game, complete with little effort and almost infinitely expandable.

If you’re stuck for an idea, pick a genre you like. I love adventure games like “Monkey Iceland”, “Grim Fandango”, “Space Quest, etc ‘King Quest”? One Design. Are you into fighting games like “Street Fighter”, “Tekken,” “Soul Calibur”, “Mortal Kombat” and so on? The achievement of an idea. Do you like FPS like “Quake”, “Half Life” or “Doom”? I do not recommend a first draft, but you can always try. Feel free to be as generic as you want, is a learning experience after all.

Now you have your idea that it is expanding at the time. Do not worry about the technology or the fact that you do not know how to implement effectively a game yet, just grab a sheet of paper and a pencil and go crazy with ideas. Describe the main characters to play, play, goals, interactions, history and key assignments, what you imagine. Make sure to read detailed enough for all the notes and the game on its head with relative accuracy. Changing game design during the coding is almost always a bad idea. Once configured, it must remain until the period of adjustment (I’m in this more later) is active, or probably in “development hell”, where the project is already underway and will to work more and more with the results of more less done.

At the end of this period of his creative game, you must do the following:

- A written summary of the characters in the game and maybe a sketch or two (or ships, yellow circles, cars or the prince of darkness kingdom Falgour, you need to know who or what the players and compete against)

- A written summary of the story (if it exists, it is not too important, “Space Invaders” or “Tetris,” but for ‘Uber Quest: An Adventure of Awesomeness “is a very good idea)

- A description of the game, in writing or storyboard. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows the flow of action and short written descriptions detailing the events of the image (because some of us are not fantastic artists and our images will open a little … interpretation …)

Now that you have an idea, have the meat, it is time to understand how all this will come as a whole. If you have reached this point, and are concerned that you have many years learning complex programming languages to implement your idea, fear not! Others have already done the hard yards for you. There are many RAD (Rapid Application Development) tools to create the game, some of which are available free online. Some of them have (a simplified programming language made for a specific task) nor a “scripting language” to learn, but in general it is not too complicated or involved. Compiled a short list of some of these I have found at the end of the article. The first books are organized according to the type of game

Well, that should be enough to remember the creation of your game the most important thing when you get here is that you leave the game. Many people start a project and then lose interest and fail, or migrate to a new project after another without finishing anything. Start small, build a working (if simple) game that is completely against everything. To reach this point, you always have a lot of things that you want to edit, correct, etc., but you will have a great sense of who he has in his way, someday.

From this point, you can use the period of adjustment. Play the game several times and ask others to do the same. Notice what’s not fun, or it may be better and change things here. At this stage it is more important than ever to keep backups of previous versions, so if a change does not work, you can go back and try something else without losing their jobs. At this point you can know all the new features, enhanced graphics and sounds, what you want, that you are working on a solid foundation.

If you are satisfied with your game, why do not wish to share with the world? There are many places to cheap or free there for the files and then you can click the link lists and forums can jump and get all your creation. Well, I hope it was a useful introduction to the art of making games. It’s great fun and can provide new ways of creative expression to explore open. Come and enjoy!

Mozilla is creating a 3D game engine

Mozilla is based on a 3D game engine called the Gladius is working as part of his new project to increase Paladin 3D games in your browser. The team is currently playing on the new engine called RescueFox supposedly works in newer versions of Firefox based – it would not work in version 8 of this writing. The evidence also shows that the working surface in Chrome for Mac, although the performance is slower and there is no noise, said Mozilla.

“Paladin is located at the intersection of 3D games, JavaScript framework and the development of libraries and the browser” Mozilla said. “We are using the Internet bits that are present and connected to her, and we are working on weapons for games. If this site is the lack of critical support for games, our goal is to fill these gaps Adding API browser, the improvement of existing technologies and building on the chain. “

According to Mozilla, RescueFox was developed to ensure that the game engine would be really appropriate for the development of the Gladiator another. CJ Cliffe started a lot of work directly against CubicVR.js, uses a 3D engine, the No Comply and build flight demonstrations of the Navigator. Alan Kligman and Bobby Richter began transporting the parts, the Gladius High-level API. Dan Mosedale began working with some of the PLC input, timer, and the pursuit of visual elements for use.

Over time, they found that the highest values to build, in fact API Gladiators to the game more complicated, and too easy, so at times has the team with the low-level API to the left and not enough so it does make are usually games. Gladius The high level of API refactoring some have concluded the team.

“We think we have more than we have not learned from RescueFox and intend to go further on this point (although this should not stop anyone inclined to fork feels),” said Mosedale. “But do not let a little time after the prototypes Microgame refactoring Gladius is a little further and we are very interested in people’s help.”