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What does it take to make a PC Game? - Page 7

post #61 of 78
You need time, a lot of time, and dedication. It will take you a very long time, even with a small team.
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post #62 of 78
Quote:
Originally Posted by AngeloG. View Post
I believe you are right, XNA does use C#, at least it says so in the preface. So the order would be:

1) C (For the sake of it)
2) C++
3) C#
4) XNA

Hm..
That is a really good order, you'll learn a lot and be incredibly flexible after learning all of them.

Also, after you've learned C the rest will be easy peasy.
post #63 of 78
Thread Starter 
Quote:
Originally Posted by __Pat__ View Post
If you're more of an UNIX/Linux kinda guy, then go the Java way, and use the Slick2D library. It should enable you to skip DirectX/OpenGL by providing a thin wrapper around it. (Note that it's only for 2D games)

Step 1 will probably be the hardest. Once you got the wheel running, Object Oriented programming will be a breeze.
I am not very familiar with more deep stuff on linux, I know only basic things/commands. Also, I want to be able to one day reach the first person style, so 2D only is a short road. I do agree, the beginning is always the tough part. I'm up for it.
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post #64 of 78
Java is good if you want to port a game over to Linux or Mac with as little effort as possible.

You can still port your games over with C++ too though. As long as your game doesn't use DirectX extensively you can port it to Linux and Mac, it'll be harder than with Java however.
post #65 of 78
Quote:
Originally Posted by Uncle Dolans View Post
It takes a team of people to make the game and a rich publisher to keep the profits.
Even today plenty of indie teams release great games with 1 to 3 people developing them. They self publish or partner with companies like Steam and some even make good money.
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post #66 of 78
Quote:
Originally Posted by Mygaffer View Post
Even today plenty of indie teams release great games with 1 to 3 people developing them. They self publish or partner with companies like Steam and some even make good money.
No kidding. Check out Team Meat for a great example.
post #67 of 78
Quote:
Originally Posted by Red Rabbit View Post
No kidding. Check out Team Meat for a great example.
Minecraft?

Anyways, the genre of C would be a good start.
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post #68 of 78
Thread Starter 
I have no immediate interest in developing for the Linux platform, so I'll stick with Windows for starters.
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post #69 of 78
Flash AS3 is also a good starter, it resembles C/C++ so of course like others have said those are good starting points.

Working in Flash would help you get an idea of what all you need to do with not really worrying to much about the looks department. Team I work with here in Nashville made a few games and have them up on Newgrounds. We are currently in the process of making a UDK game to sell on Steam.

You can very easily pick up UDK and work with it, especially Kismet which is a graphical programming language that UDK uses unless you want to get into learning UnrealScript which again resembles Java, C/C++, and some C#.

Don't worry to much about graphics at first, just learn the basics then you are good to go.

And for the love of god don't get into programming AI, if you really value your choice in learning how to design a game, make that your last step. If you try to get into programming and decide you want to start with an AI, you will quickly lose interest lol. Some people are good at it, you might be, I wasn't when I first started programming a few years back. I started to get into AI and my focus went to Level Design/Documentation after that happened :x.
    
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post #70 of 78
Thread Starter 
I've thought about Flash too, it will be a future thing I'll look into too.

Side note:

What in the world is a Modular in programming? I cannot seem to understand.

Is the statement (2 % 2) true? If so, how come?
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