How do I make my own game from scratch? (no Unity, UE)

Ok Ganker, how do I make my own game ? I'm not talking about using Unity, UE or stuff like that. I want to make a game like from scratch.

I've been getting around to learning programming and cs for the last couple years but the basic concepts necessary to make a game are totally over my head.

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  1. 4 years ago
    Anonymous

    Step 1. Follow a tutorial

    But programming is the easiest part, it's the other shit that walls you out. Anyone can learn enough basics to get a simple game running in a month or less. It wont be optimal code but itll run.

    Now trying making visuals and music if you cant into art. Not gonna figure that shit out in a month. Not even a year. And that's not even mentioning actual game and level design fundamentals

  2. 4 years ago
    Anonymous

    Theres two alternatives:
    1. Get an EE MSc or PhD then you can build your own 8bit vidya console
    2. Learn 6502/Z80 asm and program for the nes/atari/gb/sms
    3.Create your own fantasy console in C or whatever, even using Unity if you want, that reads in 6502/Z80 or whatever cpu machine code and has some sort of frame interrupt. Then make your game for this fantasy console.
    4. Be an outrageous homosexual and do something else than 1-3

    • 4 years ago
      Anonymous

      Working on a fantasy computer now
      I think the atari 2600 had the right idea, abstracting the gpu to a few registers. So Im doing that

      • 4 years ago
        Anonymous

        based
        the pico8 looked really fun until I saw that god awful scripting language / bytecode trash they are using

  3. 4 years ago
    Anonymous

    Why stop there? Why not make your own compiler? Or your own OS? homosexual. Use a game engine to truly make a game, I dont see why many people care about making their own engine, an engine is something very simple in concept but actually getting it right is a pain in the ass, even Unity is rewriting their core now to adapt for new tech.

    • 4 years ago
      Anonymous

      The problem I find with using another's game engine is that you are constrained to their limits. Say I wanted to add 3000+ randomized opponents in full 3d, the engine I choose determines if such a thing is possible or if the engine has a maximum number of entities.

      • 4 years ago
        Anonymous

        You are constrained to hardware, no way your crappy unoptimized game engine can deal with 3k entities if you cant in Unreal

        • 4 years ago
          Anonymous

          This is actually the issue with game generic use game engines though. They are designed to deal with "entities" since almost everything can be fit into that concept. But often there are things which you could do much faster yourself if the engine was designed to consider situations different to just handling entities / materials / scripting objects. Most larger engines do provide some access to internals enough to get by implementing these things, but for almost everything actually doing it in a generic system is slower than doing it in a way that better models the data. The fact is that usually that cost is not relevant, but if you are trying to do something that will actually use a lot of processing power and is better modeled outside of the systems provided by popular game engines, its gonna be faster to do it yourself. Non-euclidean environments is one example of something that does not model well inside the systems provided to us by popular game engines. Its not inherently complex, but the provided APIs do not deal with it and transforming it in a way that they can use will shred performance.

          • 4 years ago
            Anonymous

            Yeah I get what you are saying, sometimes you have to do some hacks to get around the game engine. I think Unity is changing to a more data based approach instead of entities, check DOTS.

  4. 4 years ago
    Anonymous

    Find some code that says "Hello World". Replace this text with something else. Congrats, you now got the first line of a text adventure game. Go back and make another Hello World program, then make the words different. Congrats, you made part 2.

    Tips for learning game design:
    >Avoid giving directions. Force people to draw maps by hand, then make the directions so confusing the hand drawn map makes no sense.
    >People like randomization and unpredictability. See if you can corrupt the file so that it sometimes crashes.
    >You may argue that there is no interaction, but you got the freedom to choose whatever path you wanted when you designed it. Plebs that can't edit your code shouldn't play your game.
    >Ignore heathens wanting visual aids. Graphics can never be as in depth as the human imagination.
    >Add large breasted women who will have sex with you. Make the entire game about this. Be sure to make 69 sequels.
    >Get fired from your job. Now you got the feel of being a struggling game designer.
    >have a nice day after 69 sequels so that people will always see your creative vision as good, even when EA decides to remake it into a grimdark story with a black female MC who is forced into a life of survival after killing a man for trying to rape her.

  5. 4 years ago
    Anonymous

    why make one? just reverse engineer one much more fun.

  6. 4 years ago
    Anonymous

    Using a pre-existing engine is the best way to make a non-trivial game. Otherwise you'll be making your own engine, and making a good engine is hard.
    If you want to make your own engine for the heck of it, just pick up something primitive and try. Take a look at how to draw rectangles and images to a canvas in javascript and go on from there. I've been doing that a little and having fun. Its really awful and only useful for the particular trivial game I'm making, but it's also teaching me things.

    • 4 years ago
      Anonymous

      >use pre-existing
      might as well become a "data scientist" m8

      • 4 years ago
        Anonymous

        You can say that if and only if you're Chuck Moore

        • 4 years ago
          Anonymous

          from itertools import...

          when I see this python shit I automatically throw their resume in the trash

  7. 4 years ago
    Anonymous

    Use a preexisting engine if you actually want to create a game. There's no point reinventing the wheel on shit that the average consumer doesn't care about, like the math behind rendering a basic 3d object. All that stuff has been done for you, why waste your time? Unless you want to learn for the sake of learning.

    If you think about it why use any technology that other people have made? Its like saying "I just want to write basic software but I don't want to use C++ so I'm going invent a language first. Gee, writing basic software is hard!"

    No. Just use Unity, gay.

  8. 4 years ago
    Anonymous

    Make a simple game, take an existing game you know very well, let's say snake or poker, and write only the logic and text output only, don't touch anything UI related because it's pure distraction.
    Once you have the cli version of your game, build a UI for it
    I struggled so much fricking around how engines work until I understood them but still I learned nothing about game development which was so frustrating.
    Focus on the game, play it analog first if possible, then program it

  9. 4 years ago
    Anonymous

    >go to lazyfoo
    >learn
    >read about programming games
    >keep learning
    >practice a lot

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