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19 votes
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The design of FTL and Into The Breach
9 votes -
Peter Molyneux walks us through his entire career, from Populous, to Black & White, to Fable
8 votes -
Designing the linguistic and translation mechanics in Heaven's Vault, a game about science fiction archaeology
8 votes -
Making fluid and powerful animations for Skullgirls
5 votes -
Ace Attorney: Wordplay localizations and their consequences
7 votes -
How designers engineer luck into video games
9 votes -
Designing natural beauty in Eastshade
3 votes -
"There’s space in the medium for ultra-hard games." - Capybara's "Below" and the difficulty in crafting difficulty
7 votes -
From Guilty Gear to Dragon Ball: The thirty-year history of Arc System Works
3 votes -
How Command & Conquer: Tiberian Sun solved pathfinding | War Stories
4 votes -
State of the Factory: Year 1 - The developer of Cultist Simulator talks in detail about indie development, publishing, finances and more
8 votes -
Wind Waker graphics analysis
11 votes -
The past, present, and future of Pokémon Go, according to Niantic
8 votes -
Paradox Interactive releases Paradox Mods platform, providing a direct channel for modders to console audiences without pre-moderation
9 votes -
How Blade Runner reinvented adventure games
12 votes -
The impossible architecture of video games
7 votes -
Roguelikes, persistency, and progression
7 votes -
Games as a Service - What drives retention
9 votes -
Atlas (pirate MMO by Ark devs) goes offline for rollback after compromised admin account used to spawn whales, WW2 tanks, aeroplanes
8 votes -
Unity has updated their Terms of Service again and reinstated the licenses of Improbable/SpatialOS
6 votes -
Woolie Will Figure It Out Ep 1 - About abandoned games and the creative process
3 votes -
Unity's ToS update blocks the use of SpatialOS
13 votes -
Unity responds to Improbable's (SpacialOS) blog post
9 votes -
How "At the Gates" took seven years of my life – and nearly the rest
10 votes -
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 -
js13k - a contest to make an HTML5 game in under 13 KB
9 votes