Game Dev

Redpill me on game deving as a beginner by myself.
I'm a CS student and when on summer break basically a neet so I want to do something to pass the time. Is it that hard? What do you recommend as an engine for a 2d game? Godot?
Share resources you found useful and/or personal experiences with game dev.

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long hours
shit pay

better than doing nothing for free

Also what do you mean by shit pay?
You either make something good and get nice money or make something bad and get 0 right? Can you make money by making a shit game?

First the practical stuff.
For 2D gamedev, your real options are:
>Godot
Kind of a mess right now but the core systems and the freedom are nice. Should come together into something great over the next couple years, but it's not really there yet.
>GameMaker Studio 1/2
Drag-n-Drop system is shit, and the overall structure is pretty janky, but once you get used to GML and how the engine wants you to design things, it's good for very quick prototyping and scrappy little games. Kind of shits the bed on big games unless you focus on a data-driven approach.
>Unity
Its 2D optimization is Hot Garbage, but it's worth mentioning just because it handles both 2D and 3D at least moderately well. Ridiculous number of tutorials too if ur dumb.

3D is really just Unity and UE4. Technically Godot, but it's really not there yet.

But on a personal note? Don't be a professional game developer. It's a miserable, oppressive life. Be a hobbyist indie dev if you want and throw your hopes and dreams into the aether, but don't try and make a career out of this. You'd be better off doing basically anything else.

That said. I learned how to program by making games. It's a great tactile way to practice, and gives you concrete goals to work on. It's great for that. But trying to live off of it will kill you.

Probably meant working for a gamedev studio

Redpill me about Godot.

I would recommend Unity if you actually know the basics of programming.

Also, read books about game design, product management, marketing, PR and get a publisher if you want to get your game to the public. It's not as easy as "if it is good, people will buy it, if it is not, people won't". You need to chase clients all the time.

Tl;dr: don't do it, it's terrible. m.youtube.com/watch?v=wOlcB-JxkFw

Im not trying to make a career out of it more like a hobby or something to do. If it turns out ok maybe Ill use it as a school project to impress my normie friends and professors and add it to my CV maybe.
Is unity that much easier than godot?
What about monogame or is that too hard?

there's so much that you can do if you have time to spend, not necessarily gamedev

e.g. distributed systems are a big topic you could dive into, and making personal pet projects (on GitHub) will go a long way when trying to find employment

I could be wrong but I think it costs a significant chuck of change to publish on steam now

It's been a little bit since I used it to any real degree, but the node system is tops. Lot of bang for your buck, and it soothes my orginization autism in a way that's hard to explain. I love that part.
But GDScript is pretty shit, and the C# integration is absolutely trash. I didn't bother with the C++ scripting, but I'd bet it's not the best either.
The biggest issue is that the documentation is basically non-existent, and the code is anything but self-documenting. It's still blatantly obvious that it's open source, and not in the good way.

So yeah. Gobs of potential, but there's still a long fucking way to go. Try again in two years.

Now that sounds like a plan. If you're just a hobbyist, pick up literally anything. The only real mistake you can make at this point is just not doing anything. Pick one and go.

>$100 is a significant fee
Golly, it must hurt to be that poor.

no bully

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>Game Dev
It's an interesting hobby, but a soul-crushing career.

Forget it. Spend your free time working on personal projects that will be relevant to a real career, because just graduating with a degree is not nearly enough to make it anymore.

I think you must first study game design. build a game (it can be only paper and markers), play it, try it, iterate.

Then you can study the games industry (responsibilities, project management, etc).

With that idea you can start creating prototypes with the engine you choose (since you know the scope of your project and your skills and time).

if you start directly with the code, the most you will achieve will be a toy (and that if you have gifts).

/thread

I used Godot for a school project and it was pretty nice (2D game). Documentation was decent and plenty of guides on YouTube. The free as in freedom is nice since you can publish a game and sell it without having to give shekels to the team if you don't want to

>unity
Bloat. Godot and GameMaker/Studio are better for small projects. And UE4 is better for big teams.

>godot
>not really there yet.
It's actually good as of version 3.

>For 2D gamedev, your real options are:
opengl faggot

he said he wanted to make a game, not an engine.

enginedev is not gamedev.

Look no further than the successful case of FALCO GIRGIS, God's gift to indie game development. That's all you need to know about indie game development.

it means a game programmer is valued at like 1/3rd of what other code monkeys get, while demanding greater skill

Unity has good documentation and support. Godot doesn't.

Monogame is great too, but you must do more yourself. I'd recommend it for 2D. It's probably the best framework for that still.

>It's probably the best framework for [2D] still.
LÖVE2D gives it a run for its money, but only if you can get past the fact that it uses Lua. Monogame is great, though.

Everyone want to write a book, be a movie star, make a game. But at the end of every great work ever done there is only few names.
While normal business has constant shortage of employees gamedev industry has more people than they want.

Think about it.

you're a retard for thinking that and using the term 'enginedev'.

you're a retard for not understanding that gamedev is focused on making a game, and is less about the underlying technology. most people who want to gamedev want to do so because they like games, and not because they go weak in the knees thinking about 3d pipelines and rolling their own input manager.

enginedev is a seperate hobby. related, but seperate.

go write an interrupt routine

no thanks I'd rather not be under the thumb of unity or 'epic' games (there games suck ass) just because I 'like games'

enjoy working on the engine for 7 years and have it be super outdated when you're done

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t. fartnight player

>Redpill me on game deving
>I'm a CS student
Not your line of work. Don't even try unless you want to make a fool of yourself.
There's your redpill.

Unity has a lot of advantages over Godot, mainly partnership and evangelists that can get you a publisher (speaking about business).

But, if you just want to make a game as a hobby, i would actually recommend Godot, just becouse, hey, it's free, and you dont have that annoying "Made With Unity" logo that most players will hate.

Also, again, i would recommend to NOT be in game dev business, it's terrible and will destroy your mental health, im not kidding.

But, if you want to go on i have 2 videos to recommend.

Making a game from 0 to launch, including everything (PR, marketing, design, etc).

youtube.com/watch?v=7NBPVzUeFcQ&list=PL91qWcumeOU9iN14e9Rt__wc6cWA4QCAO

And a speach from Rami Ismail about his (and Jan Willem Nijman) indie game company, Vlambeer, and how they got where they are now. You should check it out, its funny and a great red pill about indie game dev.

youtube.com/watch?v=o7KSbdIEA0U

Hope i helped you.

Yeah, Godot is also a good alternative. GameMaker is expensive as fuck, but also a great choice.

This. In these engines you can do in 15 minutes something it'd take you at least 3 days from scratch to run, and they also give you cross-platform compatibility

>Rami Ismail
>red pill
Hmm................

The technology you use doesn't matter. You wont make any sales. Your game will be shit. You won't finish it. It will have bugs. You won't be able to make a living.

art and music are easier than programming, faggot

gee boss me mommy feeds me I don't have to make a living

Unity and Godot are both solid choices. They can both do 2D and 3D. If you're interested in starting simple, you could also check out Love2D and use Lua.

As far as industry, in my experience, it's fraught with bad faith practices on the part of employers. If you're hourly, they do a lot to make sure your time is being spent in the right places, but if you're salaried, they make much larger impositions on you. Either way, you're going to be working long hours and expected to be in your chair at the cost of sleep during crunch time (unless you're working on a project with a team leader who gives a toss). I work on game stuff in my free time. I wouldn't want to kill my creative passion by selling it to some giant corporation. I'd consider working at a tiny arthouse style company, but that's it.

Game design isn't necessarily hard on a technical level, it's hard because you have to more or less get everything right at the same time. Good programming, good art, good design, good sound, interesting ideas, etc. It's kind of a gamble. If you're interested in the process, check Jewtube for GDC talks.

Oh also, building games gets you jobs elsewhere in the industry. Employers think you're hot shit when you're able to make something functional and tangible.

What's the problem with him?

You have summer breaks? It seems I went to the wrong university. How about you get a (part time) job at a software company? You'll learn a lot.

Anyway, Godot is a good choice.

>no SDL2 posts

Gadot is gay shit

A library is not an engine.

Also, it's shit. At the very least use SFML.

Didn't see that OP wanted specifically an engine. Gay.

Just so you know, there's a regular agdg thread in /vg/.

Except you need a ton of skill and experience to even get considered for engineering positions at game companies because idiots like you think it's just like those Vidya college commercials from the late 90s.

any intern can write game logic however, why do you think most AAA games have such horribly implemented and buggy mechanics?

>games
>red pill
pick one

The real answer is use "game dev" as an excuse to teach yourself OGL or Vulkan.
Its far more useful to know how to write a basic engine, or how shaders and the rendering process work than it is to try and muscle in on the low paying low skill market that unity/unreal put you in.

I don't agree with that: there's a buch of skills you can pick up from hobby-tier gamedev. It won't make you much better at programming, but it will teach you a bunch about how to actually create and distribute programs.

Have you actually ever gotten to the playable demo stage?

Gamedev as a hobby by yourself or with a small team can be a fantastic experience.
Gamedev as a paying job or source of micro-income will absolutely ruin your life.

For 2D games, I'd suck it up and use GameMaker, but do it in GML and don't use any version newer than GameMaker8 (there's a great no-install version floating around that you can run off a thumb drive).

OP is a programmer, he would probably prefer a library. SDL2 is super stable and portable to literally anywhere and is an industry standard. SFML is not.

Gadot?

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ello, aspiring developer as well

>personal experiences
i finished my CS exams recently and for the graduating project(? idk what it's called in english) i'm gonna be making a game. i don't care if they decide to grade me worse than other "real" projects

i worked for 6 months in a corporation, mostly helping develop a crypto currency and making backend of sites. (i quit btw, not fired)
basically i'm not a fan of having a boss and shitty co-workers, working on shitty projects that only get half way done anyway because there's always a bigger (and shittier) project/client to move you to. i think it was still good experience, and i'm sure every corporation is different, but still.
i find i'm more productive working on things i like and without someone breathing down my neck. i guess for some people it's the other way around (but i digress)

Jow Forums (and people in general) are always very negative when it comes to game development. some upsides that may not be true to your case, but they still always ignored are:
-if you don't live in a western country, it would be easier for you to make a living.
-also if you live in a smaller country, kids and even the media would be much more interested in your products than the latest "triple A" game.
-also if you're willing to / interested in working on lesser known genres (like porn or horror, as opposed to phone puzzles and facebook farming) you would have an easier time finding customers.
-also Jow Forums tends to say that the success cases are few and far between, but had those listened to them not even they would have made it. ultimately it's about what kind of life style/quality you're comfortable with, and how much time and effort you're willing to put in what you do.

continued..

games/simulations find uses in many fields, and can certainly be intelecually/technologically chalenging and inovative
personally i learned to code to help me with "engineering"/science, i plan on getting more in that field later on in life, but right now i'm happy to just make some artistic stuff as well.

as for the engine, i plan on using godot. unity/unreal are too controling for me, like always having to be logged in, they take a cut, they can shut me down whenever they want etc (not to mention bloated af, especially for a beginner). they would help you find work tho, in the offices they're more interested in then than godot. and i planned on using gms2, but recently they're been doing the same controlling trash (and it often crashes for me, and steight up doesn't let me use it because of server issues), their pixel/image editor is alright tho. and i also agree the DnD(tm) is trash.

for those who say godot "will be good in a few years", i can't help but imagine people like collonizing space, and some jokers here on earth eating their caviar filled loblers saying "oh space will be good for living in in like 5 years but it's shit now). well it's not gonna make itself livable, you jokers. ofc godot doesn't have to be the end of be all, but since it's open source, and if "something better" comes along, it would still benefit from the work people (including possibly me) will put in developing the engine

i don't think you need specific recources, there's plenty of stuff online. and if you're truly interested you'll go through a lot of it anyway

lastly, if i truly can't make ends meet, i'd rather wash dishes or something, and only code/develop when i'm free. if it's a passion of yours you're gonna be doing it anyway, so you may as well try to make some money off of it