What i've learnt and my journey to enlightenment

Posted By: Blade280891

What i've learnt and my journey to enlightenment - 12/31/08 04:51

This might not be the best place to post this, but here i go.

When i first got this game engine (trial) i was under the impression that to make a game all you need to do is make some nice looking levels. To achieve this i followed the Dan Silverman tutorial on how to make a level, then opened WED and started using blocks to make a level, this level looked ok (it wasn't that bad :S) but when it came to compiling it i had to leave my laptop on overnight and it took over 8 hours to compile a level of untextured blocks, some lights, the sun, a sky and a church made of blocks and textured.

At first i thought this was normal and how long games took to compile. Once i had done a few adjustments to the level and compiled and ran it, i saw it was quite plain but i didn't mind.

Shortly after my computer had some problems and i lost all my levels i had made, and for a while after that i didn't use the engine much.

Then when i read through the MED tutorial i wanted to make some models, so i made my first billboard. And i didn't think it then, but it looks awful it was very blocky and square and had some bad textures. It was also very high poly for what is was, although i didn't know this at the time.

Once i had thought i had the hang of making models in MED i decided to make my first game, so i started making a level , although i had a very vivid idea of what it would look like. And using the template scripts i made a very horrible attempt at a Stargate SG-1 level.

I was later advised to make a design document, and plan a game.
So i did and i planned "Underground", which some of you might remember. The plan was basically what would happen in the first two levels. Then i ran out of ideas, but i wanted to make what i planned.
I then planned the first level of the underground bunker, i had several hand drawn plans of the layout and one WED plan of it, where i laid out blocks where each room would be.

I then started creating the level, first off i made the hollow blocks for the rooms then i made the hollow blocks for the hallways, and using subtract created a network of rooms and tunnels.

This (to me) didn't look bad, but it was flawed. It was full of gaps, and would later cause problems.

I then started on the main room which i had a very vivid idea of what would be in it. This lead to problems such as trying to fill up a large room with only a few models.

The models themselves where flawed, they had poly's that could of been removed and most were open meshes causing shadow problems.

Once i had filled the room i added lights, at first very badly but with C&C from the forum they improved.

I soon realised that to make a game, even as a level designer (even more so a hobby one) you must be able to script to a degree.
I couldn't. Therefore i stuck by the template scripts for this.

With some help from the forum for a custom CCTV camera script.

I then stopped this level/game to work with spear in getting a team together for Draco Pangaia (previously named, Dragon Sword) which today is in development with a large team.

Since then i have just been improving my modeling and level design skills.
But not until recently did i comprehend the fact that making a game is not sitting down and just creating a nice looking level or character, or creating code that does cool effects. Yes that may work for more experienced game developers for small games.

But in fact creating a game involves a lot of planning, you need to plan the story and make it solid, you need to plan the levels and locations and also realize what is possible design,code and time wise.

That was my revelation, which i got mostly from experimenting with lite-c.

In conclusion i have learnt not to rush into a game and plan it out well, to always get criticism on your work (this will make your work and you a better and more knowledgeable person) and most importantly of all set realistic boundaries.

Thanks for reading

If you have anything to add please post below.

Thanks,
Blade
Posted By: mpdeveloper_B

Re: What i've learnt and my journey to enlightenment - 12/31/08 06:24

That's good Blade. I won't be a dick and say "I told you so" or anything, it's just stuff that all of us have to learn. So will harry potter world be going any farther?

I would say "read the new aum...we gave tips on this stuff" but it's not out yet. I'll say this: Plan first, write a script, then try to do it, but don't do something that's out of your reach. Always have optional stuff, some things won't work, but it's essential to have some things that "have to be there". Third...try, it's gonna be hard, it's not going to be done in a few days, so keep with it, and if you have to take a break to get energy again, do so.

Just try not to make the job boring, make games because you want to. That's what being indie is all about. "By Gamers, For Gamers".

Cheers
Posted By: Blade280891

Re: What i've learnt and my journey to enlightenment - 12/31/08 06:50

Thats some good advice smile

Quote:

So will harry potter world be going any farther?

Yes, but not for a while, first i want to finish a small project i am working on to get to know how to use lite-c more, and technical things involved in making a game, and then i will be planning it out level by level.

Thanks,
Blade
Posted By: DC9

Re: What i've learnt and my journey to enlightenment - 12/31/08 14:53

Thank you Blade.

First, thank you for taking the time to capture your experience and sharing it openly with the forum. The realizations identified are true and should be taken into consideration by anyone starting. Game development is a lot more than just throwing some blocks (brushes) together to make a level.

Second, thank you for taking ownership of your experience. Many people have posted tutorials and hints to making things work in this environment, but there is only so much that can be learned from others. Although frustrating as it may be at times, true learning comes from doing.

Third, thanks for sticking with it. Many people get hooked into the dream and too often drop away when they reach a major hurdle. Their excitement of the opportunity subsides and they become overwhelmed by frustration. Patients and perseverance are the key to reaching long term objectives.
Posted By: Blade280891

Re: What i've learnt and my journey to enlightenment - 12/31/08 14:58

Quote:

Third, thanks for sticking with it. Many people get hooked into the dream and too often drop away when they reach a major hurdle. Their excitement of the opportunity subsides and they become overwhelmed by frustration. Patients and perseverance are the key to reaching long term objectives.


smile
I suppose starting university next year, doing games design might influence it a bit wink
Posted By: TechMuc

Re: What i've learnt and my journey to enlightenment - 12/31/08 15:08

I'm a programmer for over 8 years now (never learned anything else.. ;-)) and i sadly have to admit that you're right blade..

Tough the main problem is not a motivation loss, a too high programming hurdle (thats motivating for me smile ) or anything else, but my damn perfectionsimn bundled with too less planing.
This always results in a lot of code which is actually working, but if i look long enough at it i'm never satisfied and try to change/improve things..

With the result, that sometimes i end almost finished programs, because i didn't like the whole structuring of the source code anymore smile
The solution for me would simply be a manager who's looking over my shoulder smile


PS: the only motivation loss which is really annoying is bug-searching in very long codes..

Posted By: Error014

Re: What i've learnt and my journey to enlightenment - 12/31/08 16:12

Congratulations, Blade. It's a true sign of maturity that you're now able to reflect and honestly judge your work, and it's amazing to see that you're willing to see that you've made mistakes and that you want to learn from them. smile

Again - thats a big step, and many never made it this far. Now I'm interested in seeing your progress in 2009!

I'm still a bit sorry how your HarryPotter-World-thread went, but in hindsight, if that helped you to reach this conclusion and to learn this lesson, then I really think it was a good thing.

Also, normally I'd link to my "My humble beginnings"-thread here, for it was hilarious, but I won't, since it's deleted frown
Posted By: mpdeveloper_B

Re: What i've learnt and my journey to enlightenment - 12/31/08 16:54

oh yes. There is one thing I did forget to mention. TechMuc reminded me of myself when we were working on PreVa. That's also an important lesson from me as a coder (but this works for everything in the project): If the project is long, and your code starts to look out of date...don't try to change it all, if you change something everytime you learn more about it to make it "perfect" (I'm very guilty) Then you'll be pulling a DNF, and won't ever finish the project.

Also, stick with the engine you have till the end of the project, if the update states "it is not 100% code compatible to it's predecessor", and you are in the middle of making a game. Don't update.

Once again I'm glad you've learned, and it's nice to hear that HPW will still be going, try not to overstep yourself though.
Posted By: Blade280891

Re: What i've learnt and my journey to enlightenment - 12/31/08 17:19

Thanks, for all the advice and comments.

And yeah this mini-game i am making called "Strategic Defense" will allow me to learn a lot of new coding practices and get experience.
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