4 answers
4 answers
Updated
John’s Answer
I remember making some really basic RPG-like games using Visual Basic and C++ back in high school. First professionally released game was a puzzle/time management game called "Twisty Hollow" for iOS and Android.
The cool thing about game design is most people get started by experimenting at home or in school, and there is no right or wrong path for getting started. You can pretty much try and make whatever kind of game interests you the most, and as long as you're learning and challenging yourself you will get better over time. There are an abundance of tools these days that remove many of the barriers to making making games, and huge hobby communities that can provide valuable advice or feedback.
The cool thing about game design is most people get started by experimenting at home or in school, and there is no right or wrong path for getting started. You can pretty much try and make whatever kind of game interests you the most, and as long as you're learning and challenging yourself you will get better over time. There are an abundance of tools these days that remove many of the barriers to making making games, and huge hobby communities that can provide valuable advice or feedback.
Updated
Robert’s Answer
I really enjoyed playing an arcade game called Qix: https://en.wikipedia.org/wiki/Qix
So when I got a copy of Turbo Pascal in 1985, and I'd never written anything in Pascal before, I started learning by trying to duplicate the arcade game. When the native graphics weren't fast enough, I checked out a book on assembly-language programming , then hand-coded the Bresenham algorithm in Z-80 assembly and patched it into the Turbo Pascal run-time library. Using a hack called self-modifying code, my optimized routine ran over four times faster than the Turbo Pascal original.
I never quite got the behavior to match the original game, but I had a lot of fun trying.
So when I got a copy of Turbo Pascal in 1985, and I'd never written anything in Pascal before, I started learning by trying to duplicate the arcade game. When the native graphics weren't fast enough, I checked out a book on assembly-language programming , then hand-coded the Bresenham algorithm in Z-80 assembly and patched it into the Turbo Pascal run-time library. Using a hack called self-modifying code, my optimized routine ran over four times faster than the Turbo Pascal original.
I never quite got the behavior to match the original game, but I had a lot of fun trying.
Updated
Mae’s Answer
Matching game I built in college in a basic programming class.
This was a class assignment to build something using programing language.
So I built a game around the picture matching game we normally play with physical cards.
The game generated cards and randomized them and you play the game by picking 2 cards to flip over and if it did not match it flipped back.
This was a class assignment to build something using programing language.
So I built a game around the picture matching game we normally play with physical cards.
The game generated cards and randomized them and you play the game by picking 2 cards to flip over and if it did not match it flipped back.
Hi Mae! This sounds neat. Could you add a little more context around how this came about? What were you learning in the class at the time you made this?
Alexandra Carpenter, Admin
Thanks for your comment. I added more to my submission answer
Mae T
Updated
Omar’s Answer
I think it was back in 2016. Was for course in Game design I've attended and it just was a draft on papers regarding the theory of the core mission of the game and I can tell you it is an amazing experience to watch something you have created regardless the outcome.
Embrace trial and error principle in your design
Dont be a perfectionist, just start and everything will follow
Join online Game design communities
Omar recommends the following next steps: