How does game development work?

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TrentS

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So i'm looking into game development.
I know you must learn to 3D model and need to learn to animate.
Then the code aspect:
There are engines but they make the same thing and have smaller amounts of options
Are most high quality games like Call of Duty made in pre made engines or are they made in like custom made engines.

Our questions our
what softwares for animation and 3D modeling should we learn?
What code language should we learn?
what is the best engine?
How do we make our own engine?
What else must we learn before we begin?
 
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Eric

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Call of Duty uses a custom engine that they adapt every year to add cool things like sliding across the floor.

I suggest you use a good engine like Unity to start off with and slowly transfer into something better like Unreal Engine or even make your own.

For 3D modeling you should use Blender to start off with (Not sure about animation)
You should learn C# or Java if using Unity. The only issue with Unity is that you really have to learn the UI first since it's complex.
You can make your own engine in any language you like, it should have the basics like physics and lighting. You probably won't make something better than Unity's Engine, but you can take a stab at it if you're up for the task ;)

You should learn how to code normal C# and Java before using API's like Bukkit or the Unity Engine, it really helps in the real world.

Let me know if you need anything else.
 

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c4d or maya is good for modeling.

Learn java and C# (Depends on engine)

Cryengine has really good graphics but as i've used it, you can't really get too creative if you are starting out, because there aren't a lot of tutorials, assets and stuff. Unity3D is the best one in my opinion if you are looking for free solution. There is also unreal engine which i would put next to unity3D.
 

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While researching I learned that engines arent very good because they are limited[DOUBLEPOST=1488665857][/DOUBLEPOST]While researching I learned that engines arent very good because they are limited[DOUBLEPOST=1488665869][/DOUBLEPOST]While researching I learned that engines arent very good because they are limited
 

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While researching I learned that engines arent very good because they are limited[DOUBLEPOST=1488665857][/DOUBLEPOST]While researching I learned that engines arent very good because they are limited[DOUBLEPOST=1488665869][/DOUBLEPOST]While researching I learned that engines arent very good because they are limited
All engines have limits, mainly because they are mostly free projects.
 

Ivain

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I dont know what sort of 'research' you did, but engines are anything but limiting. Unless you're a master programmer experienced enough to write your own engine, an existing engine is definitely what you want.
Almost any game these days is made in a game-engine, because it is simply a hundred times easier.
Unity is great for prototyping and 2D and indie games.
Unreal engine is enormously strong graphically, and the Borderlands and Bioshock games as well as Ark are made in it. (Bl and Bio in Unreal 3, Unreal 4 has been out for 2 years now, and it's got amazing games made in it already, such as Paragon and Ark).
There's the Cry-engine which became free to use recently,
the Havok engine (used by the Dark Souls series),
the Source engine (Valve's games),
and a dozen others, some of which are private by companies (like whatever Nintendo uses) and some of which are publicly available for free or for a price.[DOUBLEPOST=1488666848][/DOUBLEPOST]The only 'recent' major game I know from the top of my head that was written without an engine is Minecraft itself, and that's partially because it and its community-made programs are starting to resemble a game-engine in and of itself.

The power of game engines is that they allow you to design levels and the likes without having to program all of it manually.
Sure, Unity engine won't let you make the next Triple A game without a buttload of effort, but here's a bit of a newsflash: Developing games takes a buttload of effort.[DOUBLEPOST=1488666953][/DOUBLEPOST]TLDR of why engines are good: Why re-invent the wheel when you can use an engine?[DOUBLEPOST=1488667247][/DOUBLEPOST]Now, back to the original topic. In case you're wondering why you should take my word for anything, I became interested in game design approx 3.5 years ago, and have been expanding my knowledge of the game industry since then. I'm now a first-year student on one of the oldest and most progressive game design programmes in EU.

Now, the software I recommend APART from game engines like Unity and Unreal (in that order, unless you already know C++, then go for Unreal) is as follows:

  • Autodesk Maya and/or 3DS Max - educational license of 3 years is available. Just make an account, look up a valid university in the system that is near you, and pretend you're a student there. It should work.
  • Photoshop is always useful
  • I personally recommend Substance Designer and Substance Painter, but they only have a 30-day free trial. Still, that's not machine-bound, so if you can keep making new accounts you can keep getting new 30-day trials. Educational license here too, but you need to actually verify you're part of a uni with Allegorithmic.
  • As programming language, if you have experience in the basics go for C++, if you're a beginner like me start with C# first. Though it depends on the engine you pick.
 
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TrentS

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Okay so if i wanted to make a game. I should use which engine. Im intrested in FPS and role playing games with fighting
 

Ivain

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nvm, slow page.
For FPS and RPG games, any engine will work decently well.
I suggest you download Unity, Unreal and Cry engines (yes, all 3), assuming you have a decent PC (GTX-900 series or equivalent is the minimum I recommend for running Unreal 4 and Cry-engine smoothly).
Then fiddle around with them a bit, see how quickly you can create a basic FPS game where you shoot blocks and can open doors (the use of tutorials is recommended). Also check which one feels more natural for you while doing so.

My personal starting recommendation would be the Unity engine. It is less powerful graphically, but is WAY more accessible than Unreal in how to make stuff work, and Cry is only recommended for people that already have some basic experience.
 
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what softwares for animation and 3D modeling should we learn?
What code language should we learn?
what is the best engine?
How do we make our own engine?
What else must we learn before we begin?

To answer your questions TrentS

"What code language should we learn?"; That depends on which Game Engine you want to use, if you're going with Unreal Engine 4, then I suggest learning C++, unless you're going to use the Blueprint System they have of course, which I currently use.
If you're going with Unity, which is the most populair Game Engine I'd say, then I suggest learning C# and UnityScript.


"What is the best engine?";
There's no engine that's "The best engine", it all depends on what you're going to use it for.
Do you want to make a 2D game? Then you could use Unity, or Unreal Engine 4's "Paper2D" feature.
Though I do admit, that Paper2D is not fully finished yet, and still in heavily development by Epic Games, it's a pretty powerful tool to create a nice 2D game, such as a platformer, or anything else you can set your mind too.

If you want to use Unity, then it might be a bit more advanced, and more useful for 2D, but Unity isn't as advanced as Unreal Engine 4 regarding 3D games, at least, in my opinion.


"How do we make our own engine?"; I suggest staying away from trying to create your own engine if you're just starting out.
I suggest using Unity, Unreal Engine 4, or even CryEngine.

Making your own custom engine can be quite advanced, and it's definitly not worth it, if you're just starting out, simply due to the fact that the game engines available to you have a lot of features, and pretty much everything that you want to be made, can be done with the current engines available on the market.


"What else must we learn before beginning?";
There's nothing you must learn before beginning, you always have to start somewhere.
Though, I suggest learning some basic modelling, using programs such as Blender.
If you want to go all out on the modelling, you could take a course in Maya, or even 3D Max.
You don't have to take a course, if you aren't sure that you want to continue with 3D modelling, or even Game Design in general, there are always tutorials on Youtube!

Another thing I recommend is animation.
Animation is a difficult thing, and it's tricky to get into.
I'm not sure if you can use Blender to animate, I myself never used Blender and went straight to Maya.
There's a helpful tool by Adobe, called Mixamo, it has a lot of animations that can be downloaded for free, and used on a lot of 3D characters.

If you want to get into 2D games, then there's a nice tool from the Unreal Engine 4 community, called "Creature", created by the amazing Kestrel Moon.
The tool can be found here: http://creature.kestrelmoon.com/

Of course the technical side can be difficult too, if you have no experience with coding, then I suggest going with the Unreal Engine 4 Blueprint system, it's very useful if you don't know how to code, it allows you to create games using "visual coding"; you can read more about it here: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/

If there's anything more you'd like to know about Game Design / Game Development, feel free to shoot me a PM, and I can probably help you out.

Good luck with learning!

---
Edit: I saw that you're interested in making FPS / RPG games with fighting.
Then Unreal Engine 4 might be a good shot for you, as UE4 has a premade template that has a shooting mechanic, they have a youtube channel they upload every so often, they do training streams a couple times a week, and they have an amazing community to help you!

There are multiple tutorials out there on how to create a FPS Game using UE4, and also a couple of RPG tutorials, and Combat tutorials to help you out.
 
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Ivain

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Now, here's the strategy for making a game I recommend. Start with a simple FPS first, RPG games are not recommended for 1-man teams because they generally take a lot of work.
  1. Think up the basic premise of the game you're making. You should be able to describe it in 5 sentences or less.
  2. Start working out what gameplay mechanics you want for this game. Keep it simple, scope-creep will occur plenty regardless
  3. Make a basic testing level, and start developing the mechanics you want. Use tutorials at your leisure, and feel free to ask the engine's community or other communities for help if you need it (there's loads of game dev communities out there, look them up on social media or forums).
  4. Once you have the basic mechanics working, start designing a first real level/area. Test your mechanics in there, and finetune them until they begin to feel natural (number-tweaking, or possibly re-writing code to make it work slightly differently)
  5. This is the point where you start planning out what the rest of your game will look like. Keep it short at first, you can always add more later (at least in the shape of DLC if nothing else ;p)
  6. Once you've finished planning your whole game, start working on making it, but keep a sharp eye on how satisfying the gameplay is. Ideally, it should be fun to just run around and do random things as a gameplay character. That means players are less likely to get bored when moving from 1 event to another, or if they need to backtrack
  7. Test each level/area as you make it, and each time you complete a batch/area of levels, have someone else test them. Preferably someone you don't know. Make sure to record the gameplay, and with their permission also their reactions to it. Possibly ask multiple people
  8. Once you've finished most of the basic content and/or story, it's time to start testing seriously. See if you can get all the people you asked to test previously, and then have at least 10 people test your game thoroughly. Try to make sure they'll be honest and impartial. In general, a talkative tester is a useful tester, assuming they're talking about the game they're playing and not random stuff.
  9. Once you're done fine-tuning, it's time to properly publish your game. Unless your testers had significant praise for your game, don't expect to make money with it. I would recommend publishing it on places like itch.io and just asking for donations so you can expand the game further.


[DOUBLEPOST=1488668415][/DOUBLEPOST]PS: thanks Celestial for saving me a lot of typing work, you recommended pretty much everything I was still going to, now I don't have to :p
 
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TrentS

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Now, here's the strategy for making a game I recommend. Start with a simple FPS first, RPG games are not recommended for 1-man teams because they generally take a lot of work.
  1. Think up the basic premise of the game you're making. You should be able to describe it in 5 sentences or less.
  2. Start working out what gameplay mechanics you want for this game. Keep it simple, scope-creep will occur plenty regardless
  3. Make a basic testing level, and start developing the mechanics you want. Use tutorials at your leisure, and feel free to ask the engine's community or other communities for help if you need it (there's loads of game dev communities out there, look them up on social media or forums).
  4. Once you have the basic mechanics working, start designing a first real level/area. Test your mechanics in there, and finetune them until they begin to feel natural (number-tweaking, or possibly re-writing code to make it work slightly differently)
  5. This is the point where you start planning out what the rest of your game will look like. Keep it short at first, you can always add more later (at least in the shape of DLC if nothing else ;p)
  6. Once you've finished planning your whole game, start working on making it, but keep a sharp eye on how satisfying the gameplay is. Ideally, it should be fun to just run around and do random things as a gameplay character. That means players are less likely to get bored when moving from 1 event to another, or if they need to backtrack
  7. Test each level/area as you make it, and each time you complete a batch/area of levels, have someone else test them. Preferably someone you don't know. Make sure to record the gameplay, and with their permission also their reactions to it. Possibly ask multiple people
  8. Once you've finished most of the basic content and/or story, it's time to start testing seriously. See if you can get all the people you asked to test previously, and then have at least 10 people test your game thoroughly. Try to make sure they'll be honest and impartial. In general, a talkative tester is a useful tester, assuming they're talking about the game they're playing and not random stuff.
  9. Once you're done fine-tuning, it's time to properly publish your game. Unless your testers had significant praise for your game, don't expect to make money with it. I would recommend publishing it on places like itch.io and just asking for donations so you can expand the game further.

[DOUBLEPOST=1488668415][/DOUBLEPOST]PS: thanks Celestial for saving me a lot of typing work, you recommended pretty much everything I was still going to, now I don't have to :p
What engine would u use for FPS and Advenutre games
 

Ivain

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What engine would u use for FPS and Advenutre games
As I said, start with Unity engine. It's your first game, I assume? I personally do not recommend starting with Unreal or Cryengine, because those take more time and effort to get used to. Once you have completed and published a single game, you should have enough experience with the general necessities of making a game to go for another engine if you decide to do so.

If you do decide to go further, Unreal would be second on my list, because it, too, has quality documentation and, more importantly, an expansive marketplace full of paid and free assets. If you get the hang of programming and/or modelling, and find yourself short on cash, you could consider making assets for either game engine, though you need seriously efficient skills to make it worth your time.
 

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As I said, start with Unity engine. It's your first game, I assume? I personally do not recommend starting with Unreal or Cryengine, because those take more time and effort to get used to. Once you have completed and published a single game, you should have enough experience with the general necessities of making a game to go for another engine if you decide to do so.

If you do decide to go further, Unreal would be second on my list, because it, too, has quality documentation and, more importantly, an expansive marketplace full of paid and free assets. If you get the hang of programming and/or modelling, and find yourself short on cash, you could consider making assets for either game engine, though you need seriously efficient skills to make it worth your time.
ive decided on Unity. How do I learn the C# language
 

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ive decided on Unity. How do I learn the C# language
It's most easily done by following tutorials. Unity has a specific modification of C# that's easy to use. I personally recommend Brackeys on youtube, they have both beginner and advanced tutorials on a variety of subjects.
 

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What softwares for animation and 3D modeling should we learn: Autodesk Maya
What code language should we learn? C#
What is the best engine? Unreal Engine. Why? You can start to build game function with Blueprints which requires no Hard coding.
What else must we learn before we begin? Tons of shit, Texturing mapping and projection types, modelling, animation, coding in the target language, etc...

But also designs: Concept Art, GDD (Game Design Document) including Mechanics, world, setting, story etc...

I do Game's Design at University and did two years at college.
Just recently did a game jam where we had to make a working game in 48 hours. Was a clusterfuck but fun.

PM if you have any specific questions.
 

TrentS

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So Ive learned that im going to use:
Unreal Engine
Maya if I can get student license
I'm still looking on how to color models
How to animate people (motions, moving)
How to animate cretures?
How to learn C#?
How to make terrains?
How to animate terrains?
How do I use Unreal?
 
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Shadow

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Unreal engine uses c++ not c#[DOUBLEPOST=1488678679][/DOUBLEPOST]Start with Unity instead of Unreal Engine, Unity has a lot more tutorials that are focused towards beginners.
 
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I would suggest simply learning how to code before doing anything. If you try to learn everything at once you're gonna go apeshit just take it step by step
 

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Unreal engine uses c++ not c#[DOUBLEPOST=1488678679][/DOUBLEPOST]Start with Unity instead of Unreal Engine, Unity has a lot more tutorials that are focused towards beginners.
which types of code does Unreal use
I would suggest simply learning how to code before doing anything. If you try to learn everything at once you're gonna go apeshit just take it step by step
how do i learn
 
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