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10 votes
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Subnautica is the open world all open worlds should learn from
8 votes -
The brilliance of video game maps
8 votes -
The company behind the Unity Engine has posted their guidelines for building Ethical AI
7 votes -
A young man's ego doomed a much-hyped Jurassic Park game
6 votes -
How a book binds the Return of the Obra Dinn
7 votes -
Graveyard Keeper: How the graphics effects are made
8 votes -
Getting into the games industry
6 votes -
The Digital Antiquarian: Quest for Glory III and IV
6 votes -
Inside Rockstar Games' culture of crunch
7 votes -
How the West was digitized - The making of Rockstar Games’ Red Dead Redemption 2
4 votes -
The making of Fallout Shelter
14 votes -
The pain of designing Path of Exile’s exquisite balance of restriction and reward
4 votes -
Puppo, the corgi: Cuteness overload with the Unity ML-Agents toolkit
5 votes -
The Meaning of Anti-Aliasing: What is it Used for? Main Algorithms
7 votes -
Humble Book Bundle: Game Development
7 votes -
RustConf 2018 - Using Rust For Game Development
7 votes -
Humble Bundle: Unity (Games & Gamedev Assets)
11 votes -
How we fit the NES game Micro Mages into 40 Kilobytes
14 votes -
Godot 3.1 Alpha 1 released
12 votes -
Programming Challenge: Make a game in 1 hour!
Background There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a...
Background
There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a fun programming challenge.
This one is fairly open-ended: make a game in 1 hour. Any game, any engine, don't worry about art or sound or anything.
Doing is the best way to learn. Most people's first project is something overly ambitious, and when they find that it's more difficult than they thought, they can get discouraged, or even give up entirely. This is why the 1 hour limit is important: it forces you to finish something, even if it's small. When you're done, you can come out of it saying you made a game, and you learned from it.
Chances are the game might not be fun, look bad, be buggy, etc. But don't worry about that, everyone's game will have problems, and if you do create something really fun or innovative, congratulations, you have a prototype that you can expand on later!
"Rules"
Like I said before, these "rules" are pretty simple: make a game in (approximately) 1 hour. You can use any tools you want. If you use external assets (art, sound), it's probably best you use something you have the rights to (see resources). If you're completely new to game development/programming, your goal could even be to finish a tutorial.
If you're the kind of person who tends to get carried away with these things, you might want to post a comment saying you're starting, then another one once you've finished your game.
Please share your finished game, I'm sure everyone would love to try them! If your game is web-based, it can be hosted for free on Github Pages or Itch.io. If downloadable, it can be hosted for free on Google Drive, Mega, Dropbox, Itch.io, etc.
Resources
Engines
If you're a beginner, a good engine to start with is LÖVE. It's very simple, and uses Lua, which is very easy to learn.
If you're familiar with another language, you could use a library to make it in that language. Some examples:
Javascript: kontra, Phaser, pixi.js
Python: pygame
If you want something more complex, consider Godot, Unity, or Unreal.
You can also try something visual like Construct, Clickteam Fusion, or GDevelop
Art
For such a short time constraint, I'd suggest you use your own "programmer art": just use some basic shapes. Your primary focus should be gameplay.
If you think you have time to find something, try looking on OpenGameArt.
Sound
You can make simple sound effects very quickly with sfxr (or in this case, a web port of sfxr called jsfxr).
27 votes -
The details behind publishing on steam. Earnings, discounts, wishlists.
15 votes -
How Unity’s new ECS expands your optimization space
4 votes -
Is there a gamedev community here?
I'm curious to find out if there are others here who are either amateur or professional game developers.
30 votes -
The AI of Doom (2016)
5 votes -
How music was made on Super Nintendo
6 votes -
js13k - a contest to make an HTML5 game in under 13 KB
9 votes -
What group is most appropriate for talking about game development?
~games would seem to be more about gaming rather than development. I can see ~comp being the better option but it seems to be more about programming in general. There's also ~hobbies, which is...
~games would seem to be more about gaming rather than development. I can see ~comp being the better option but it seems to be more about programming in general. There's also ~hobbies, which is perhaps the best place when talking about amateur stuff which can include game development, but not necessarily.
I'm mostly curious to see if there is a community of game developers here
13 votes -
Is anyone participating in Ludum Dare 42?
The theme for Ludum Dare 42 was just announced, is anyone on Tildes participating?
10 votes -
How the characters in Animal Crossing "read" the letters that you send them and come up with a response
22 votes -
What's your game that you'd really like to see made?
For me, that'd be a multiplayer war sandbox. Take a big map, plop down resources, population centers and factories, spawn a lot of players who then have to organize to fight a war. To add...
For me, that'd be a multiplayer war sandbox. Take a big map, plop down resources, population centers and factories, spawn a lot of players who then have to organize to fight a war.
- To add espionage, you'd not hard-code a lot about the way teams organize(think removing the guild mechanics from WoW), so one could sign up with one side, then run to a different side (who do not know you already signed up with the first) and do ye olde double agent.
- Research could be modelled as being done by NPC civilians, which produces documents detailing the results. These documents must be on-site whenever the research is being used (i.e. present at factories), so it could be stolen.
- No need to go factorio on the production chains. Their purpose is mostly to enforce cooperation to reach better hardware for the guys in the field.
So, what's your crazy dream game that's never going to be built?
37 votes -
Game studio with no bosses pays everyone the same
19 votes -
The evolution of video game water (part 1)
6 votes -
Dungeons & Dragons helped me appreciate narrative game design
9 votes -
Any game developers here? Share your projects and insights
I'm curious if we have any game devs on Tildes, either professional or amateur. If so, share your games, experiences, or advice for any aspiring developers. I briefly dabbled with game development...
I'm curious if we have any game devs on Tildes, either professional or amateur. If so, share your games, experiences, or advice for any aspiring developers.
I briefly dabbled with game development in the past, which amounted to a goofy helicopter combat game made from the Ogre framework. I've been trying to get it running again, and it's inspiring me to get back into hobbyist game development.
20 votes -
Epic Announces Unreal Engine Marketplace 88% / 12% Revenue Share
9 votes -
How Journey only truly made sense when almost everything had been cut
11 votes -
Antichamber developer Alex Bruce talks about the process of developing and marketing his game
Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer) In the first talk he talked about the journey from Unreal mod to full game, presenting at game...
Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer)
In the first talk he talked about the journey from Unreal mod to full game, presenting at game festivals, networking, the grueling work of getting the game to market, and the lessons he learned along the way:
Antichamber: An Overnight Success, Seven Years In The Making
In the second talk he went over the iterative design process, and how he tweaked things based on how people interacted with the game (spoilers):
12 votes -
Blizzard Dev Watercooler - World of Warcraft Classic
19 votes -
The making of Fallout 76
9 votes -
My game, Levantera, released on Steam back in April. Here is the release trailer for it!
6 votes -
The history of Bethesda Game Studios
6 votes -
Ted Dabney, a founder of Atari and a creator of Pong, dies at 81
6 votes -
Game companies need to cut the crap—loot boxes are obviously gambling
16 votes