Game Development Reference
In-Depth Information
early and package often, for every OS, and check if there will be no problems with native
extensions.
Plan Networked Multiplayer Early
If you are going to build a game, don't make a mistake of thinking “I'll just make it
multiplayer later”, start at the very beginning. This was a lesson I learned the hard way.
There had to be a chapter in this topic about turning Tanks into multiplayer, but it didn't
happen, because it would require a major rewrite of the code.
Creating A Well Polished Game Requires Extraordinary Effort
Hacking up a rough prototype is extremely fun. You get to build an engine, wire everything
together. It definitely gives a sense of achievement. Turning it into a great game, however,
is a different story. You can spend hours or even days tweaking how game controls work
and still remain unsatisfied. Every tiny detail can be pushed further. Prefer quality over
quantity, and remember that you probably cannot afford both and actually finish it within
next couple of years.
Start Small, Take Baby Steps
Your first few games should be small experiments, prototypes or demos. Don't attempt to
build a game you wanted to build forever with your first shot. Try reimplementing Tetris,
Pacman or Bejeweled instead. You will find it to be challenging enough, and when you will
feel you have the skills to do something bigger, practice just a little more.
Don't Reinvent The Wheel
Before doing anything, research. You will probably not get point in poly collision detection
better than W. Randolph Franklin did it in his research . Even if you think you can do it on
your own, learn what others discovered before you. Learn from other's mistakes, not your
own.
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